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Update 12: Nuclear Winter - Patch Notes

Game versions
PC: 1.12.1.8004
Xbox: 1.12.1.126

[h3]WINTER CATASTROPHE [/h3]
This event is unlike any other. It features a shorter Fall and Spring time as well as the actual Winter.

Fall happens at the beginning of the catastrophe cycle. During it, the colonists can get the Cold condition that makes them more vulnerable to Infection. Crops start withering and if the Ranches are not heated, the animals will stop reproducing.

Winter comes after a few days of Fall. During the snowy season, the colonists are susceptible to Hypothermia. If left untreated, the colonists will eventually die from it. Colonists can cure Hypothermia by going to sleep in their homes if the home is heated.
If their home is not heated, the colonists should seek available spaces in other homes that are heated.

If the Ranch is left without warmth, the animals there will die over time. If any Crops are still left on the fields, they will die from the cold as well.

Added two new buildings to help heat things up:
  • The Burner uses Firewood to warm housing buildings around it. This can be built right after you have invited your colonists into the colony.
  • The Radiator uses energy to warm housing buildings around it. You must unlock the tech Powered Heaters to be able to build this.

Removed the Logging Camp building from the Communal Eating Tech and added it straight to the Build Menu. It can be built after you have invited the colonists into your colony.

Clothes will help slow down Hypothermia but they cannot prevent it completely.
If the workplace of a colonist is within the Work Area of a building that produces heat, the colonist will not be colder.

Some buildings will also be completely unusable during the winter. These include but are not limited to the Fields, Fishing Hut, Aqua Farm, Water Pump, Water Collector.

Spring arrives after the cold and long Winter. During this phase, colonists can no longer get Hypothermia but the temperature is not warm enough to cure it either. Fields will still be suffering from the cold and be unusable

[h3]NEW OVERLAYS[/h3]
  • The Temperature overlay will help to survive the new Winter catastrophe.
  • Fertility overlay suggested by the Community.

[h3]13 NEW UNIQUE QUESTS[/h3]
This will expand the feature added in the previous update.

These quests will now feature locations that have Bandits on them. You will need to first defeat the Bandit to gain access to the location to complete the quest.

[h3]SPECIALISTS AND THE WORLD MAP[/h3]

Specialists now scavenge locations on the World Map based on time instead of APs. The entire action has been reworked so that you no longer need to command them one by one and the action should feel smoother than before.

Commanding a Specialist to a location to scavenge and immediately canceling that action will not affect the Specialist.

Leaving a Specialist to a location to scavenge and then returning and selecting Finish Mission should allow you to stop their scavenging action and receive some resources based on the time they spent there. Selecting Finish Mission will open up a pop up that shows you the exact amount of resources.

Allowing your Specialist to stay in the location until it is empty should trigger the same pop up once you select the Specialist. You should then be able to command them as normal.

If the Specialist dies in the location due to hazards, you will see the animation once you go to the World Map and select the Specialist. This should prevent you from missing the death as you might have before.

While the specialist is in the middle of scavenging, you should be able to see an icon on top of them. Once they are done, you should see a pulse in their Action Point indicator, similar to the one shown in the colony on the World Map button to indicate that they are ready for action. The Specialist should also be doing an animation that indicates the same thing.

Selecting a Specialist will now show floaters on top of all deposits in the colony the Specialists can gather from. This should help with gathering resources around the colony with the Specialists.


[h3]GAMEPLAY[/h3]
  • Fixed an issue where Steam Achievements would not be unlocked properly once the required task is completed.
  • The Overlay menu should now be closed if the player clicks anywhere else than the menu itself.
  • Fixed an issue where the tooltips would show double the amount of resources after the game was saved and loaded.
  • Fixed an issue where the tooltip for the Stockpile would show the amount of Rare Metals inside its work area even though the Stockpile cannot be used to scavenge these.
  • Removed tooltips that were in the color coded bars in different techs in the Tech Tree and added them to the legend shown in the bottom left of the Tech Tree.
  • The Colonists, Resources, and Buildings categories of the Statistics Menu have been completely redone. All pages now show much more details of the objects in question. Also removed scrolling lists and instead added pages to each category to help with navigation.
  • Fixed two major issues with the Ranch: one caused the animals to become stuck while traveling to another Ranch and the second one would cause the entire Ranch to be empty when the game was loaded.
  • Added tier 3 version of Clothes, Tools, and Weapons into the game. Players can produce these items in the Tailor, Toolshop and Gunsmith but also buy them from other societies, find them in the World Map locations, and gain them as rewards from quests.
  • Added new tutorials to the game for Temperature and Resources and adjusted some of the older ones. Some more tutorials should now get automatically completed if the tasks asked by it have already been done.
  • Vehicles found on the World Map should no longer be broken when they are discovered. Their durability has also been improved.
  • The order in the top bar has been changed. Some resources have been added to be constantly visible that were not before. Another category has been added as well which includes some resources that were previously visible.
  • Fixed an issue that caused resources that were gained from events before the gate was built to disappear. They should now be spawned near your Campsite.
  • Gate Ruins should no longer be highlighted in the Buildings Overlay.
  • Leader archetype has been removed from Specialists that still had it. They have now been changed into another type of Specialist.


[h3]GRAPHICS[/h3]
  • Selection outlines are now anti-aliased.
  • Graphical improvements to 3D floater system and buildings now also use 3D floaters.
  • The World Map will now show visual effects if visited while there is a catastrophe ongoing in the colony. Each catastrophe has its own unique visual effect on the entire home sector.
  • Added lights and animated props to several buildings.
  • The icon for Action Points in the Specialist info panel has been updated.
  • New floater for Specialists in the colony.
  • The Person Info panel now shows tooltips as well.
  • Updated the visual look of the locations spawned on the World Map for quests. These should now be even easier to spot while completing a quest.
  • The Overlay legend panels should now have tooltips as well.
  • The Overlay colors have been tweaked.
  • Adjusted the idle animations of the Bandits on the World Map.
  • Added missing pollution effects to few buildings.
  • Fixed the colliders on a few buildings, which will make it easier to select these buildings. Buildings include the Tenement, the School, the Maintenance Depot, and the Logging camp.


[h3]BALANCE ADJUSTMENTS[/h3]
  • Specialists can now be sent to the World Map even with very little health.
  • Reduced the amount of Science Points gained from several quests.
  • Reduced the amount of time trading takes as the societies are now further away from your colony.
  • Improved Vehicle durability.
  • Increased the amount of Metal and Plastic produced by the Scrapper and the Recycler per cycle but also slightly increased the production time itself.
  • Increased the amount of concrete in large concrete deposits to help with larger colonies.
  • Increased the speed of all extractors based on Community feedback.
  • Extractors should no longer pollute their surroundings as much as before.
  • Ranch animals will now produce more of their byproducts but at a slower rate. This should help with the workload for the carriers.
  • Meteors hitting the ground during Meteor Shower will now do a bit more damage around the area of impact.
  • Malnutrition can now cause colonists to die if left untreated for too long.
  • The pollution cloud that comes from pollution deposits now does a bit more damage around it.
  • Adjusted the building repair costs so that they are more aligned with the building costs.
  • Reverted the changes to the Bore Well so that it should now be just as effective on any type of soil as it was before the last update.
  • The size of the work area for the Transformers has been slightly increased.
  • The sandworm now makes slightly less damage and has a slightly smaller range.
  • Adjusted the resources and amounts found in the locations on the World Map.
  • Hazards in locations now deal the maximum damage shown in their panels.
  • The Outhouse and the Sauna should now generate less pollution around them and also they themselves get polluted slower.
  • Increased further the resilience of some crops to the effects of catastrophes. This change applies to the crops that already had better resilience mentioned in their descriptions.
  • Colonists can now get the Injured condition from damage that they get when a catastrophe effect occurs near them, for example, if a meteor falls right next to them, they can now become injured.
  • The colonists should now flee combat with a higher amount of health still remaining. This should allow them a better chance to get treatment and survive possible injuries sustained in combat.

Development update and price increase

Greetings, Survivors!

We’re very excited to present to you our latest Update called Nuclear Winter. It’s been an extremely busy year for our team at Iceflake as we delivered 12 big content updates since Surviving the Aftermath entered Early Access.

There is still some work ahead of us, but we hope you’ve been enjoying playing the game and as always we’re thankful for all the provided feedback as it helps us create the game, you want to play. So don’t hesitate to jump back in and check out the new Winter Catastrophe, 13 additional Quests, and tweaks for the Specialists.

As our early 2021 release is approaching, we would like to give you a heads-up about our final price increase, which will happen once Surviving the Aftermath will go out of Early Access. If you would like to get the game at the current lower price and get the Founders Edition extra content, now is a perfect time.

Finally, to make sure that we have more opportunities to implement your feedback and introduce important fixes, we have added 3 Enhancement Patches to our 2020/2021 Roadmap. You can expect more information about them to appear later this month.

Stay safe, and see you in the aftermath!

Surviving the Aftermath - Update 12: Nuclear Winter Teaser

The frosty season has arrived in the world of Surviving the Aftermath with Update 12: Nuclear Winter.

[previewyoutube][/previewyoutube]

This month we’re introducing a completely new Winter Catastrophe to the game, so better make sure your Colonists have a warm place to rest their heads every night. We’re also expanding the list of Quests with 13 brand new adventures, and introducing a lot of changes to how Specialists interact with the World Map.

The theme and name for Update 12 changed from what we had initially communicated on our Roadmap, but we are very excited to bring the Winter Catastrophe into Surviving the Aftermath just in time for the actual winter, and we cannot wait to see how you're going to tackle this challenge.

Do you want to know more? Join us for the Update Stream on Tuesday, December 1st at 14:30 CET on https://www.twitch.tv/paradoxinteractive

Update 1.11.2 - Changelog

Game versions PC: 1.11.2.7710

General
  • Fixed the overlay legend panel so that the colors shown there now match the colors shown in the colony itself.
  • Fixed an issue with the navigation on quest pop ups with a controller - now you can select other options besides the first one from certain pop ups, when playing with a controller.
  • Fixed an issue that allowed the quest to be triggered several times through the panel, which caused issues with saving and loading.
  • Fixed an issue that could cause resources being carried to a construction zone to disappear if a Specialist died while carrying them.
  • Fixed an issue that could cause the entire colony to become stuck if a building was destroyed right before it had finished a cycle of production.
Graphics
  • Improved the readability of building placement visuals to spot invalid placement more clearly as the blocked squares will have more clearer indication.

Update 1.11.1- Changelog


Hey Survivors!

We just released an update to address some of the reported issues we noticed since the release of Update 11: Quests

Game version: 1.11.1.7699

[h3]General[/h3]
  • Added two more unique quests to the game.
  • Resource rewards gained from Quests will now go to the inventory of the Specialist completing the quest.
    • Previously these resources were instantly teleported to the colony.
  • Added missing localization in multiple places.
  • Specialists will now continue gathering from other nearby carcasses if given the command to gather from one.
  • Updated the pop up that is shown when the notification of an on-going Quest is selected.
  • Altered the way the Specialists scavenge locations on the World Map.
    • Instead of instantly getting the resources, the Specialist will remain in the location and at the end of the turn (when APs will be refilled), the Specialist gains the resources.
    • You will not lose any APs from commanding a Specialist to a location to scavenge and then selecting Cancel Mission.
    • After they have scavenged some resources, you can choose to allow them to stay in that location and scavenge more resources at the end of the new turn or command them to cancel the mission and then command them to do other actions in the World Map.
[h3]Gameplay[/h3]
  • When placing a building, you will now see clearly if the building can be placed there and if relevant, how that placement will affect the efficiency of the building.
    • For example, the Water Wells will show High, Medium or Low efficiency text in their UI when placing them based on the surrounding area.
  • If you select Back from a Read More page (that you can access from Tutorial pop ups), you will no longer be redirected to the Help menu, instead you will be back in the original tutorial pop up.
  • Fixed a bug where pressing the spacebar after accessing a tutorial pop up or the photo mode would previously not pause the game until pressed again.
  • The Water collector and the Water Pump now show different icons in their work areas.
    Arrows pointing to selected Specialists or hostiles in the colony will no longer show up in the World Map.
  • If the colony name only has special characters that are not allowed in the name of a save file, the autosave files will now be named Autosave-Colony in all languages.
  • Fixed an issue where one of the quests would not show proper text when the location on the World Map was hovered.
  • Improved the navigation with a controller in the additional panels on buildings where you can make a selection (such as seed selection on fields). The navigation should now work in a consistent way on all similar panels.
  • The Specialist info will now show the amount of Action Points the selected Specialist has.
  • All events should now have a matching picture in the floater and in the event pop up itself.
  • The new person info now has tooltips for Health, Contamination, Malnutrition, Thirst, Hunger and Hygiene that give a bit more information about the value.
  • Fixed an issue with the Quest system that would cause the entire colony to be stuck once the game was loaded. This same issue caused all Specialists to instantly return back to the colony from the World Map.
  • Fixed the icon for Junk in the top bar tooltip for Parts as it previously had the wrong icon. It should now match the icon for Junk that is visible everywhere else in the game.
[h3]Balance Adjustments[/h3]
  • Adjusted the resource requirements to build several of the buildings in the game.
    • This includes but is not limited to the following buildings: Burial Pit, Extractors, Cookhouse, Field Hospital, Fishery Hut, Food Storage, Garage, Medical tent, Outpost Depot, School and several housing buildings.
  • Adjusted also the resources gained from demolishing some buildings.
    • This includes but is not limited to the following buildings: Battery Racks, Recycler, Scrapper, Trapper, Large Solar Panel and Warehouse.
  • Adjusted the need for Fiber by adding it to some buildings’ construction requirements and also increased the amount of fiber required to produce clothes.
  • Adjusted the efficiency provided by craters with water around the colony to certain buildings, such as the Water collector, Water Pump, Fishery Hut and Aqua Farm. These buildings will now have a decreased efficiency if built into the craters.
  • Building roads now takes less time than before.
  • The efficiency of Bore Wells now depends on the type of soil they are placed on.
  • The Scrapper and the Recycler should now work at a slightly faster pace.
  • Balanced out the types and amounts of resources found on the World Map.