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Update 1.2.5: General Update

Hello!

This is a mid-sized update with no particular theme. It is compatible with existing saves and mods, but due to changes in the way damaged weaponry is handled, you may need to redo your weapon and armor maintenance stations' queues. This short article details the main changes while the change-log at the bottom lists every single change, as usual.

Enjoy!

[h2]Combat AI[/h2]

Your survivors (and relevant enemies) can now automatically switch between melee and ranged weapon based on the situation. It takes into consideration the ammo left in the ranged weapon, the DPS, and range of each weapon before taking a decision. For instance, they'll still use their shotgun at point blank, even if they also have an axe, but they will likely switch to said axe if they are just wielding a pistol, or if they need to reload.

On top of that, if you order a survivor to attack a door or a window to breach into a building: if the survivor is within 5 tiles of the target it'll attack with melee (saving ammo); if they are farther away, they'll assume you don't want to take any risk and will just shoot at the target.

[h2]Reworked Damaged Gear System[/h2]

It's something that, as a user, you will barely notice, but which is making my life a lot easier. Until now, each time I added a piece of gear to the game, I'd also have to add a "damaged" variant for the piece, add a file for the repair recipe, and finally alter the relevant maintenance station file to add said recipe. And, everything being manually added, prices and values didn't match up properly. It also contributed to increasing load times (3 data files to load per piece of gear instead of one).

Now, while the older system still exists to handle special cases (and for backward compatibility) it's no longer in use. Damaged gear is handled and generated automatically based on information added to the weapon and armor files.

In practice for you:
- More gear can be repaired and looted in their damaged state.
- Repair/Selling price have been standardized (damaged gear is half the value of the intact variant).
- Repairing high tier gear cost more weapon/armor pieces (early gear is mostly unchanged).

[h2]Misc Changes and Notes[/h2]

There are a lot more minor changes (see below), but nothing really worthy of a paragraph-long explanation, the 1.2.x branch is in a good place content/stability-wise. So, unless there's a big problem with 1.2.5, the next patch will be a major content update.

Cheers!

[h2]Full Changelog[/h2]

Artificial Intelligence
  • When forced into melee, survivors (and their enemies) will assess if it's better to switch to their melee weapon or not.
Game Balance
  • Increased the rate of fire of many melee weapons (the ones you build, animals are unchanged).
  • Dead trees don't burn, giving forests a chance to regrow.
  • All weapon and armor repair recipe costs have been edited (better gear needs more parts).
  • The connected grow lamps now cost a bit more resources to build than the non-connected ones.
  • In Story Mode, Act 1, the AI factions expand less quickly and less far (playing wake-a-mole with enemy outposts is a bit much to ask of a new player, only apply on new game).
New Content
  • Added giant anthills, an ant spawner, commonly found in caverns.
  • Added mercenary helmet (similar to military one) and bulletproof vest to loot, trading tables, and Neo Roma guards' gear.
  • Added repair recipes and damaged variants to Mark One rifle, 30cal MG, PAS-25, mercenary outfit, and military gas mask.
Game Engine
  • When the camera is zoomed out, agents no longer drop shadows and grass is hidden to help with FPS a bit.
  • Minor optimizations to dynamic lighting, rendering in caverns and sewers should be faster.
  • Damaged variants of most firearms and armor pieces are dynamically generated. It leads to more recipes being available, and their repair cost to make more sense.
Graphics
  • Added hit animations to many melee attacks.
  • Better looking barbed wires, egg containers, power generators, and other misc items.
  • New textures for the riot police and spec-ops helmets.
  • Traits and wounds causing a loss of health make the survivor to drop blood on the ground.
  • Pigs and cows get a shadow, like other large animals.
  • New separate textures for the food, ammo and gun crates found in various buildings.
World Generation
  • Room dimensions (in buildings) are more strict, coupled with new building generation method, give better layouts.
  • Improved biome generation, allowing to spawn some (but not too many) critter spawners in the underground layers.
User Interface
  • The 'Repair' keyboard shortcut key becomes 'Misc Commands' and opens the sub panel at the last used position (can still auto select repair by tapping twice).
  • Removed experimental flag from the Arakan faction archetype, added warning to tool-tip / info.
  • Renamed the scientist's camp unlocking the robotic path from "Encampment" to "Scientist's Camp" to distinguish it from traders.
  • Added proper "housing" info (pasture, category and owner) to the animal tab in the Population menu
  • Removed comma in Cannibal and Mutant name generator as it looks weird with the game's font (will only work on new characters in existing saves.)
  • Added button to general settings to mark all contextual game tips as read (so they don't popup).
  • Standardized some more menus + many small tweaks i didn't keep track of.
Bug Fixes
  • Rare 'Mushroom' underground biome could spawn with way too many carnivorous plants.
  • The melee attack animation was missing for black ant soldiers.
  • Using the mouse wheel over health/mood bars would change their value (cosmetic only)
  • Banishing people, and sending them to expeditions, wouldn't clear all their assignments properly.
  • Prisoners, in combat, were confused by the concept of stairs.
  • Some low level entity update timing issues which may have wasted CPU cycles and botched animations.
  • Minor issues with weapon hit animations.
  • Right clicking an item in the 'Build Menu' would disable mouse scrolling until menu is re-opened.

Update 1.2.4: Prisoner and Survivor Management

Hi there!

As promised, here's a new update focusing on the prisoner system. With the recent introduction of a prisoner-centric faction archetype, the Arakans, it really needed some love. Of course, it's far from the only change in this update, which should make your whole population easier to manage.

As usual, the full change-log is at the bottom. I highly recommend to give it a look, as many important details will only be mentioned there. I am a bit short on time today, so the article is shorter than usual, while the change-log is more detailed to compensate.

Enjoy!

[h2]Prisoner System[/h2]

First thing first: Compliance. This value, used to determine how close is a prisoner to riot or to join you, now works pretty much as you'd guess. Treat prisoners well and give them good individual cells, and their compliance will grow steadily:
  • The higher quality the individual cell, the more compliance will grow. Low quality cells, or missing cells, will cause compliance to decrease quickly (and VERY quickly if a prisoner is left without a place to sleep)
  • Getting food, or medical care increases compliance
  • Working very slightly decreases compliance (easy to counter with good rooms)
  • Prisoners chatting together decrease their respective compliance a bit
  • Prison guards talking to prisoners increases compliance (usually, but if the guard is bad at his job it may backfire)

Generally speaking, and assuming good working conditions, prisoners will gain compliance much faster, turning them into potential recruits.


Speaking of housing prisoners, I added a new zone type: the jail. Yes, it's a barrack for prisoners. It does NOT provide a compliance bonus, but it provides beds for large quantities of prisoners at a minimal cost. It's especially useful if you don't intend to keep your prisoners for long (hi, cannibal factions).


Prisoners can now be treated by doctors (if you allow it), and got a refreshed individual survivor menu with nicer icons and a prominent compliance gauge.

You can also set default settings for your prisoners directly from the Faction/Settlement menu.

[h2]New Population Menu[/h2]

I fully redesigned the Population menu. Not only it scales vertically with your screen resolution, but it handles survivors, prisoners and animals simultaneously.


While the Animal tab still needs some work, the prisoner and survivor tabs are fully functional and offer new filters and features. For instance, you can assign rooms and prison cells from this menu directly. To do so, simply click on the new "Housing" filter, and right-click on any person you want to reassign.


And, of course, in the prisoner tab, you can change individual prisoner settings (work, eat, recruit, chat, doctor), and sort people by compliance.

More filters and options will be added to this menu as I continue to improve it.

[h2]Automation and Presets[/h2]

I also added a few settings to the Faction menu, while reorganizing the existing ones:



You can now set your base to automatically turn downed enemies into prisoners as long as you have free prison cells (or a jail). You can also tell your survivor what to do with dead bodies depending on their type (survivor, prisoner, animal, and non faction). Dogs can be buried now, assuming you've set a tomb to allow animals, it'll be extended to other pets in the next update.

[h2]Release Notes[/h2]

I'm aware of a few situational bugs reported recently, I couldn't investigate them before release, but if there's something to fix, I will publish a fix very soon.

You can also expect a second update where I add some more meat to the prisoner system, and add more features to the population menu in a week or two. After that, we'll move to a different topic.

Cheers!

[h2]Full Changelog[/h2]

AI and Behaviors
  • Animals (pets, wild, cattle) now obey their faction's rule about attacking incapacitated targets, making dogs and giant spiders pretty good at catching new prisoners.
  • Medics moving downed people will try to apply first aid before moving the patient if their health is very low.
  • Survivors and prisoners are better at claiming a room to sleep in when those are made available by the player.
Game Balance
  • Some large dead creatures need to be butchered to retrieve meat, bones, and such; corpses decay over time.
  • Reviewed the prisoner compliance system, compliance is easier to gain if you treat your prisoners well.
  • You need less decoration to make a "good" cell than to make a good bedroom.
Content
  • Recruiting prisoners turn them into cannibals automatically if you're a cannibal-type faction.
  • Prisoners' compliance is now influenced by the quality of their cell (high quality cells improve compliance over time)
  • Added switch to allow prisoners to be treated by a doctor (in individual prisoner info panel and pop menu)
  • Default settings (work, eat, recruit..) can be set for new prisoners in the Colony Settings menu
  • During the Besieged Settlement map events, you can now enslave the villagers if your vehicle has an enslavement item installed, like the slave collar pack.
  • Added Jail zone, a barrack for prisoners. It can hold multiple prisoners, doesn't provide much compliance.
  • Burials can be attributed to pets, survivors, prisoners, or others, individually.
Game Engine
  • Ability for the game to use multiple variants for a constructed tile: for instance, road/asphalt tiles have multiple variants with small cracks/fissures.
  • Massively reduced the CPU impact of large herds of animals
  • Overall better performances, especially underground
  • Tweaks to nature layer, chance for a plant to die on death changed from a bool to a percentage
Graphics
  • Replaced the sprites for a few early game objects (campfire, storage area, sleeping bags)
  • A bunch of sprites and tiles used when generating the local map have been replaced by better looking ones.
  • New and more varied asphalt texture(s) for the roads in the local map. It's relatively hard to notice due to ground dust effect.
  • In the world map, the road tile-map was replaced by something better looking / more detailed
  • In the world map, replaced buildings, trees, and rock textures + additional variations thanks to rotations
  • In the world map, village tiles are easier to spot as they are represented by a big bunch of buildings
User Interface
  • Main menu newsfeed points to steam now, and is always up to date
  • Redesigned population menu, scaling with vertical space available on your screen, better layout.
  • Ability to switch the population menu to a mode displaying your prisoners with relevant info, filters, and settings
  • Added a tab for the animals to the population menu (still a working in progress)
  • Added "Housing" filter to population menu, you can right click people in this mode to assign private bedrooms or prison cells
  • Added activity filter to population menu
  • Improved individual prisoner panel + tweaks to other individual panels
  • More detailed corpse retrieval, butchering, and burying tasks can be set in the colony settings
  • Automatic capture of downed hostiles can be setup in colony settings (will auto capture downed enemies if you have a prison bed available)
  • You can now move the camera around and use hotkeys even when the mouse cursor is over a menu
  • Added specific briefing for the "go to room" combat maps (like the Robotic Lab in Act 3, and the Robotic tech tree)
Bug Fixes
  • Changing a prisoner's cell wouldn't unassign them from their previous accommodation
  • Prisoners were unable to combat fire
  • Prisoners were unable to experience the joys of mental breakdown
  • Line of sight bug causing all sorts of problems
  • Traders from different factions should no longer attack each other (they also get named after their faction), they probably can't be used as an exploit to clear the map anymore either.
  • Prisoners would keep their melee weapon on capture
  • Pandemonium infected people would keep their melee weapon when morphing into a zombie
  • Outdated tooltips in prisoner feeding checkbox implied that people with the hauling job would feed them (instead of prison guards).
  • Issue between hunger and reproduction (cattle and pets)
  • Prisoners could run the "prison guard" job, causing some logic issues.
  • Minor button coloring issue in Misc Orders (regression bug 1.2.1)
  • Chat moodlets in mood sub-menu not always pointing to the right target (people talking to themselves)
  • Typo in a data file used during map generation which may have caused, on rare occasions, to cause a room to be entirely empty
  • Very small minor memory leak (when loading saves or going back to main menu) tied to the way walls and tiles are reset
  • If the building "fog of war" setting is disabled, it's not clear where you're supposed to go in Act 3's Robotic Lab

Update 1.2.3

Hey there!

I hope you all had a good holiday season. Let's hope this year will be better than the last.

Here's a small patch for 1.2 focusing on recent player feedback. It's fixing a few bugs and balancing issues. It's nothing major. Unless some major crash or bug pops up, this will likely one of the last "hotfix" for the Rebirth update, next patches will add proper content (on top of the usual fixes and tweaks).

Expect a full devlog in a few days.

[h2]1.2.3 Changelog[/h2]
  • Balance: During the Main Story, "experienced" trait progression is reset in between acts, so new players don't get overwhelmed by 30+ settlers crying about the lack of a proper bedroom
  • Balance: Reduced the ratio of pandemonium infected recruits (15%->10% in Rare, 30%->20% in Common, 95%->90% in Everyone difficulty settings)
  • Balance: Enforced limits to the amount of boss level hordes being active on the map at the same time (only one of each kind, max), also made them to spawn later
  • Balance: The Swarm faction event can no longer spawn super close to the player base (also slightly reduced the amount of creatures inside on spawn)
  • Balance: Hordes won't spawn too close to the player base (unless it's intended)
  • Balance: 3rd degree burns, if left untreated for 4 to 5 days, will heal on their own but leave permanent scars decreasing morale and some stats
  • UI: In "Misc Orders", added two buttons to 'turn off' and 'turn on' all the selected production buildings
  • UI: When an expedition gets killed, a new, prettier, info panel is shown, displaying the reason why it happened + a log of last messages
  • UI: When someone turns hostile due to mental breakdown, auto pause/center camera (if set in settings), there's also an alert sound, and the message is written in red
  • UI: When someone under mental breakdown starts a fire, there's a new alert sound, and the message is written in red
  • Fixed: It was technically possible to spawn in a 1x1 island in some specific scenarios (including Act1) preventing you from being able to play the game properly
  • Fixed: Impossible to attack walls/windows/clutter when defending a map location
  • Fixed: A crash with travel events, more specifically, the zombie horde travel event had a 33% chance to cause a crash when the player fails the event
  • Fixed: One of the "animal food" recipes was missing in the electric kitchen
  • Fixed: Pandemonium infection wouldn't spread through brawls as the standard fist/punch attack wasn't properly replaced by the infected variant
  • Fixed: Multiple minor issues with world map spawners (bandit hideout for instance) when they are conquered by a horde

Update 1.2.1 & 1.2.2

Hi,

This is a small patch to fix the issues found in 1.2, most of which are related to the Arakan playable faction archetype. There's no need to reset your progress or anything like that.

The main visible change, beside a few minor graphical improvements, is the new bone carving station. As the name implies, all bone-related recipes (mainly a thing for cannibals and mutants) have been moved there. It means that the bone armor is now available right from the start, possibly making the very early game a bit easier for those factions.

[h2]1.2.2 Changelog[/h2]
  • Fixed: Possible crash in "Scenario->Custom->Equipment" menu if one of the items provided in the scenario doesn't exist (outdated mod issue)
  • Fixed: If a survivor is being "summoned" by the pharmacy while their inventory is completely full, they would get stuck in place
  • Fixed: Similar issue with doctors not having the room in their inventory to grab some bandages, for efficiency's sake, inventory weight check is disabled while treating a patient
  • Fixed: It was somehow possible to break stairs and the associated logic by building a farm over them, causing one part to disappear, and confusing the hell out of the survivors below


[h2]1.2.1 Changelog[/h2]
  • Balance: Crafting recipes unlocked by the bone working tech (cannibals and mutants) moved to the new bone carving station
  • Balance: All other bone based ammo, tools, and weapons have been moved to this new station (for consistency sake)
  • Balance: Added exploration tech to base technologies known by Arakans
  • Balance: People are more careful after getting wounded at work, meaning that they are not likely to get wounded again for a bit
  • Balance: Underground raids have been moved to the surface as their likelihood of getting to be an hindrance to the base is practically zero otherwise
  • Graphics: Replaced the expedition military jeep's sprite (found in military bases) by something looking a lot better
  • Graphics: Replaced the expedition motorcycle's sprite by a new one
  • Graphics: New headgear sprites (military helmet, metal helmet, and the various caps)
  • Graphics: Replaced body armor sprites (military, mercenary and metal armor)
  • Modding: The Arakans' ability to make pets out of typically non-adoptable critters is now data driven instead of being hardcoded
  • Fixed: Both the new questline and one of the unique survivors you can recruit while exploring the world map had their effective cost doubled
  • Fixed: Arakans' spiders would forget who had adopted them after reloading a save, alongside a bunch of fun stuff in the same genre
  • Fixed: Babies made by arakan-adopted spiders would spawn as wild
  • Fixed: Similar issues if a NPC changes its AI module midgame (pretty sure it was only a thing with some modded mutagens)
  • Fixed: Missing "downloaded a mod" achievement check when starting a new game, meaning that the achievement would only trigger when downloading a mod from the game's UI
  • Fixed: The pharmacy's logic code wasn't handling a few cases where the jobs wouldn't be distributed properly
  • Fixed: Clicking the button "adopt" on a friendly wild spider would causes the butcher or neuter checkbox to be accidentally checked
  • Fixed: Warning/Failsafe when using Windows 10 K or KN was yeeted at some point, not informing people with those exotic versions to go download the media pack
  • Fixed: The "Select All Units" button was not legible enough
  • Fixed: Prisoners coming back from an expedition were keeping their weapons/armors

After The Collapse 1.2.0: Rebirth Update

Hi!

Here's a very massive update for After The Collapse, hence the skip in the usual version numbering system. It covers multiple new systems, new quests, a slicker UI, heavily improved graphics, new critters, and a ton of fixes and balance changes. As usual, the full change-log is at the bottom of this post. I will also cover the reasons why there has been no update in a year at the end of this article. The important bit is that updates will start rolling out again at a regular pace.

[h2]Visual and Audio[/h2]

This will be the first thing you'll notice when launching the game. All background images, static cut-scenes, portraits, and illustrations during events and quests have been redesigned or replaced by much higher-quality assets sharing a similar art style. That's about 200 new or replaced images in total. Additionally, all main story cut-scenes have voice-over narration and dialogs, in English only, though (there's no plan to add more languages).



The visual improvements are not just limited to the "non-game" parts. As you can see in the screenshots below, all the different wall types, including the mountains and caverns, have been redesigned using a top-down 3D perspective. It really should have been done sooner as it makes the game look a lot better.



A very common complaint regarding the user interface is that it is oversized. As such, the font is now a bit smaller (which incidentally fixes an issue with the text being slightly distorted), and all menus, panels, and elements (like check-boxes and such) have been resized, if not fully redesigned. Even the menu at the bottom of the screen uses much less space. There's a side effect, though: scaling down the UI in the settings will make the text much harder to read.



There are still a few menus and screens I need to review and possibly redo, but they're in the minority. The next stop will likely be the over-world map, which really needs a facelift. I might also do something about the survivors themselves, replacing them by something better looking/animated, not 100% sure yet.

[h2]Fishing![/h2]

This is a new way to feed your base, which can be used as a replacement or as a complement to farming. It does not require any particular technology and is available right from the start of the game, assuming there is water nearby, of course.



You build fishing docks next to the water; they function similarly to a crafting station. You can either fish with bait or without, with the former being a lot more time-efficient than the latter. You can build fish bait at the camp fire. There are 2 recipes: the first one requires nothing (the survivor is "looking for worms") but takes a while; the second one uses plants and is much faster. All those activities use the new "fishing" skill. Fish are considered a food ingredient that can be used in the kitchen to make cooked fish or fish'n'chips (with potatoes). Both of those meals are very filling and give a pretty decent buff.



Compared to farming, fishing is more labor-intensive, as you need to make bait and have multiple docks with workers constantly busy fishing. Depending on the map, it also might be riskier, as you might need to fish relatively far away from the security of your walls. That said, it's immune to bad weather, the food you produce is of much higher quality (especially in the early game), leading to happier survivors, and it's easier to predict and monitor food availability.

Early game food production was one of the very few systems for which there was one thing, and one thing only, you could do. You'd make 30 tiles worth of farm in every game, probably even the very first thing you'd even place on the map. It always bugged me, but I never really had the time to add more ways to do it until now. It's also the first game system in a long line that I'm going to alter and make more meaty.

[h2]New Critters[/h2]

On top of the new giant crab variant (a tanky melee focused ice/electric crab, more common in humid/cold biomes), entirely new creatures join the roster.



Giant ants come in 2 variants (soldier and worker). They aren't very tanky but come in large groups. As with the real ones, there's nothing much to gain from fighting them beside the satisfaction of not being eaten alive by a swarm of insects, which is as good a reason as any. I didn't get the time to expand on the concept much yet, but I'll be adding their own dedicated underground biome and unique world map battle map and systems in the next update. I'm pretty excited with what I'm going to do with them in the future.

Caterpillar-like critters now spawn in the underground layers. They are extremely weak, but can be pastured (they drop eggs). They reproduce quickly and are a decent source of silk and animal meat. There's only one variant, but more will come soon.



Finally, in the annoying, but rare and exploitable, spawner category, I added the mutated carnivorous plant and its poisonous spore minions.


[h2]Unique Survivors[/h2]

Those are survivors you can recruit during extremely rare events and world map mini-quests. Right now, there are 10 of them, but you'll see a lot less than that during the course of a game. They come with a custom portrait, bio, and equipment and have really good stats, traits, and skills. They are generally very costly to recruit.



Right now, they aren't integrated as well into the game progression as I'd like. It'll be ironed out in future updates, and I might even give some of them their own dedicated recruitment quest-lines.

[h2]New Short Quest-line[/h2]

I added a new short questline, Wandering Stranger. It is not available in story mode, but it should work in all other scenarios. It triggers when an expedition is traveling the world map during the midgame (it's gated by having radio researched). You do not have to accept it immediately; if you tell the wandering stranger 'No', the event will pop up again.



I won't go into much more detail. It's lore heavy but not particularly complicated and includes some unique rewards you can't find anywhere else.

[h2]New Wound System[/h2]

If you've played After The Collapse for more than a few hours, you probably noticed that outside of combat, survivors would never get wounded. Even in combat, it was rare and limited to a very small selection. This was partly due to the implementation; each time I added a new injury, I would also have to edit every single weapon file accordingly. It was not a scalable system, and it made weapon modding more difficult than it should be. Plus, there was no way to make some wounds more rare than others. Well, those are things of the past.



Now, while working, your survivors will get wounded pretty frequently, actually. The less efficient a survivor is at a task, the more likely they are to get wounded. The nature of said wound depends on the task: hauling may cause back pain, while someone working at the smelter may get first-degree burns. Rare exceptions aside, those wounds are quite superficial and will heal on their own. They will impact the survivors' morale and stats/skills temporarily, though. This can be disabled in the difficulty settings, but I would strongly advise against it.



Regarding combat, instead of tying injuries to each weapon individually (which is still possible), the game ties those outcomes to the damage type and the weapon category. For instance, all standard rifles (ranged, piercing) share the same pool of injuries the game can pick from, while all shotguns (ranged, impact) use a different pool to pick from. In practice, this does not change the likelihood of being wounded when hit; it just increases the number of possible outcomes.

[h2]New Playable Faction Archetype[/h2]

The Arakans (from Act 1 of story mode) are now playable in the other scenarios. They haven't been fully tested and are probably quite challenging to play. They have the same tech limitations as the mutants, barring you from using the late-game stuff. They are mentally unstable cannibals (mental breakdowns are slightly more common) and cannot recruit people normally. You can't even recruit while exploring world map buildings. Yeah, that's a lot of negatives, but there are a few upsides.



First, you can place giant spider nests on the map. They act exactly like the occasional spider nests you'd find on the map, except they're friendly, and you can adopt the spiders. They can use said spiders as pets, which is not possible when playing other archetypes. They start with the ability to launch expeditions and the ability to craft bone weapons and armor. They also have access to two unique technologies. The first one gives you increased mastery over spiders, allowing you to build nests for each sub-species of giant spider. The second technology is an early-game and low-cost replacement for the slave collar; it's to be installed in a vehicle and will allow you to capture survivors.

The general idea for this archetype is to use prisoners as a work force and recruitment pool (and possibly as a food source) while you rely on the spiders to protect your base. I would recommend starting with four more survivors than normal if you decide to play with this faction; it'll compensate for the lack of the initial recruitment event.

[h2]User Interface[/h2]

The UI hasn't only been downsized; it's been improved as well! The most obvious improvement is the minimap, which uses little icons to show survivors, traders, critters, and even fire. Don't ask me why it wasn't implemented like two years ago; I don't know either.



All the world map menus (location, expedition, horde) got a makeover. They use less screen space while displaying more information. The combat strength of a given horde or expedition is clearly indicated on the menu via the sword and shield icons, giving you a clear, visible indication of how a(n automated) battle is likely to go down without having to dig through several menus.



Logged messages are generally more nicely written, especially when it comes to injuries, sicknesses, and deaths, avoiding unnecessary repetition of the same information. Speaking of death, instead of getting the associated settings menu when clicking on an occupied tomb, you'll get a short eulogy for the departed instead.

The list goes on. It's still the same UI, and things are handled the same; it just feels nicer overall.

[h2]Game Balance[/h2]

The first thing regular or returning players will notice is that the smelters need workers now. This may slow down the pace at which the early game is played, as you'll need more manpower to do the same amount of stuff as before. The late-game electric furnace is still automated.

With the slower pace and the higher need to prioritize medicine over rushing to pipe weapons, I decided to increase the damage output and range of crossbows. It's not a big boost, but it's enough to make crossbows viable against early-game threats.

Many, many traits and professions have been added or altered. Some of the very good or very bad ones are also more rare (not everyone gets to be a genius, not every soldier survived the war, and so on). Speaking of traits, they can influence the invisible "mental stability" meter of each survivor alongside a variety of other factors. I'm a bit torn on keeping this value invisible, but it's way too easy to cheese when it's not.

Regarding the environment itself, plants spread a bit slower, fires die down during the rain at a much faster pace, while acid rain and blood rain are shorter but may damage the sanity of whoever is outside when the calculations are done.

[h2]Modding[/h2]

As usual, everything is data-oriented; in text files, even the questlines are 100% data-driven. A lot of existing systems have been improved in this particular update, but it stays compatible with any mod that was already (fully) compatible with 1.0.

[h2]A Few Words[/h2]

So, yeah... I've been away for a bit. Well, a year...

While it's true I was severely burned out after the 1.0.1 release, burnouts don't last a whole year (it did last a few months, though). I'm not going to share my private life publicly because it's not really who I am. I'll just say that a lot of stuff happened, mostly of the bad kind, and it took me a while to recover from said stuff. I want to apologize for this brutal and unannounced lack of update, it's against everything I normally stand for as a developer. I get it if you're mad at me, but there isn't much I can do about it now.

The important bit is that I'm back, and there shouldn't be any more interruptions in the future. The pacing of said updates won't be as hectic as in the pre-1.0 era. I'd like to take the time needed to implement the new features properly.

First things first, the world map need to be made more pretty to look at, because the more content and quests I add, the more it takes the center-stage, and the current visuals are starting to really clash with the rest of the game. I might try a node based system instead of a free roam one, it might make world exploration more engaging. Weather effects and transitions (or lack thereof) need a refresher too. 

Beside that, I'd like to add the ability for mixed damage types: like modifying a rifle with some macguffin artifact to add fire damage on top of its piercing damage. Retractable walls could also be a fun addition to play with (connect a bunch of walls to a lever, push lever to toggle the walls on / off). Neutral critters and visitors would also help in making the local map feel more alive. Finally I'd like to review how fires interact with plants, the fact that they leave absolutely nothing behind is bugging me. Oh, and ants.. lots and lots of ants.

Anyway, that's all for now. I Hope you'll have a good time with this update!

Cheers!


[h2]Full Changelog[/h2]
  • AI: When in a lounge or study room, survivors will benefit from the effects of seats with special effects (like the sofa)
  • AI: When placing tiles, survivors will try to pickup enough building material to place several in a row whenever possible
  • AI: Creatures (outside of combat) should be a bit more chill and not constantly move around
  • Balance: Reduced "Logistics" research time by 20%, slightly increased vehicle research time
  • Balance: Some very good and very bad traits/jobs are now less common than others
  • Balance: Reduced the max amount of initial hostiles on maps (mostly visible at High and Very High danger level)
  • Balance: The basic smelter requires a worker instead of being automated (the late game one is still automated)
  • Balance: Acid/Blood rain weather patterns are a bit shorter, blood rain will cause sanity damage
  • Balance: Flamethrower range reduced by 1 across the board (pipe version 5->4, modern version 6->5)
  • Balance: Standardized and extended the types of wounds people can receive from being hit by weapons
  • Balance: Increased bow and crossbow damage to make them a bit more viable in early game so players don't feel the need to always rush pipe weapons
  • Balance: Reduced Exoskeleton Helmet (all variants) ranged damage bonus from 10 to 5
  • Balance: Initial good events when starting a game no longer count toward good/bad event balancing (reduces likelihood of having multiple bad events in a row once the protection goes off)
  • Balance: Wild plants and trees grow and reproduce more slowly
  • Balance: Replaced "Laceration" wound by "Bad Cuts" in the Very Bad Day scenario, to reduce the likelihood of instant game over
  • Balance: Being exhausted, starving, or dehydrated (basically any deadly need at max value) decreases mental stability
  • Balance: Underground giant mushrooms propagate in much less dense clusters
  • Balance: Tweaked a few items' weight to make exploring mines less cumbersome
  • Balance: Wild vegetation shouldn't expand to completely separated regions anymore (underground giant mushrooms no longer invade empty parts of the cavern)
  • Balance: Fires die down much faster when it starts raining
  • Balance: Reduced spawn rate of buildings overrun by the infected by 33%
  • Balance: Chatting with friend/foe has a less extreme influence on morale, and multiple tweaks to the system (some discussions have more long lasting effects than others)
  • Content: Fishing! Added fishing dock to catch some fishes, the Fishing skill itself, a bait recipe to campfire, and 2 recipes to cook your fishes
  • Content: Added fishing rod to skill-boosting items you can build (or loot)
  • Content: Playable Arakan faction archetype, mastery over spider kind, cannot recruit people normally, must take prisoners and possibly convert them, 2 unique tech to research
  • Content: A fairly long expedition event chain 'Wandering Stranger' with unique rewards (not available in the main story, radio tech required)
  • Content: Added unique survivors, with custom equipment and boosted stats, who can be recruited very rarely during standard recruitment events
  • Content: Added a few events (both local and travel events) to recruit those unique survivors
  • Content: Workers have a small chance to get themselves hurt when working, depending on skill and activity (can be disabled in settings)
  • Content: Improved combat related wound system
  • Content: Abominations from act 3 are integrated in the other scenarios
  • Content: Many new survivor traits, professions, and a lot of new wound types
  • Content: Added surgical kit to medical stations, used to remove lodged bullets and shrapnel wounds
  • Content: Added ice crabs to the fauna, tanky and melee focused, available for taming too
  • Content: New monster type: Giant black ants (2 variants: worker and soldier), not particularly dangerous, but tend to show up in large groups
  • Content: New underground only critter: Giant caterpillars (can be pastured and used for silk production, eggs can be found by killing them or through traders)
  • Content: Added wood wall to basic carpentry tech, useful on maps with little access to stones
  • Content: New enemy spawner, mutated carnivorous plant and it's poisonous spore-like minions (appears the same way as other spawners, by razing nature)
  • Content: The giga crab joins the ranks of the boss-type critters, it's not meant to be a fair fight, and only appears as a horde in the late game
  • Content: When a farm is selected, you can see a progress bar below each individual plant to show how much they are grown (the bar is yellow when in progress and green when ready)
  • Graphics: Most cutscenes, events, and mission-related images have been redesigned in HD with a coherent-ish art style (150 pictures, took quite a while)
  • Graphics: Some of the lower quality textures and assets have been replaced
  • Graphics: Added new legible icons to the minimap to show fires, survivors and critters
  • Graphics: Replaced all existing wall types by ones with a fake 3D perspective
  • Graphics: Mountains and cavern walls got a similar treatment
  • Graphics: Tweaked main scenario's intro sequence (arrival at bunker) and replace invading zombies by their fully animated variant
  • Graphics: Added some event-specific artwork to replace the generic ones (like corridors are actual corridors, and not the tunnel picture)
  • Graphics: New farm tiles, looking distinct from the rest of the terrain
  • Graphics: Much better sleep animation and positioning
  • Graphics: New venomous spider sprites and animations (no longer just a recolor)
  • Modding: Ability to blacklist specific travel events in scenarios (Scenario.Events.BlackListTravelID)
  • Modding: Added ability for travel events to make sure that at least someone survive no matter the event's effects.
  • Modding: Point of interests can be preloaded with specific mobs instead of faction dependant ones (see qradio_bunker)
  • Modding: Added "ReplacePOI" to TravelEvent effect list (see new event chain, ValueString is POI ID, ValueFaction is optional faction ID)
  • Modding: Travel event options can check for a second condition (global variable check, see qradio_stage3_storage)
  • Modding: Added global event to replace a point of interest (see the qradio questline ending)
  • Modding: Traits can be set as "Rare" (true/false, default false) to reduce how likely they are to spawn by 66%
  • Modding: Similary, hordes can be set as "Rare" (true/false, default false) to reduce how likely they are to spawn on the world map by 66%
  • Modding: New or existing wound-type traits can be associated to activities/skills in the new wounds_work folder (add new files instead of editing base ones)
  • Modding: In the same spirit weapon types and damaged types are linked to wounds in the wounds_weapon folder
  • Modding: Unique survivors can be added to the pool by adding "UniqueNPC: true" (alongside a few optional params) and to a new NPC file (see npc/unique_*)
  • Modding: Added DailyMentalBreakChange, MentalBreakModifierGain, MentalBreakModifierLoss settings to traits
  • Modding: Added EventUniqueRecruit to the event types, used to recruit either a random unique NPC or a specific one.
  • Modding: Added "InitialStorage" and "AddToInventory" to faction archetype file (see the new arakan archetype)
  • ProcGen: In the world map, deadly biomes are less common and have patches of non deadly biomes instead of being big blobs
  • ProcGen: Mountains on the surface can properly touch the sides of the map
  • ProcGen: More distinct biome fauna
  • Sound: Added voiced dialogs for all main story cutscenes (english only)
  • UI: Rooms with enemies inside are more clearly indicated with a much brighter red color
  • UI: General UI cleaning pass, making the user interface look a bit less like an oversized toy
  • UI: The font used in the menus is more compact (side effect: screen resolutions below 900p are difficult to read, I'm looking into new options for potato computers)
  • UI: Scaled down many UI elements to improve legibility (drop-down lists, checkboxes, health bars and such)
  • UI: Added info to factory screen, warning when there's no compatible adjacent depot for queued orders
  • UI: Job management menu more legible (less yellow text everywhere)
  • UI: In the world map, the "point of interest" menu, and its sub-panels, have been redesigned to look less barebone
  • UI: In the world map, the "horde" and "expedition" menus have been altered in a similar fashion
  • UI: Many lists and menus have been resized, standardized, and made more compact
  • UI: Survivors' stats and job sub-panels are a lot more compact
  • UI: In the "Add a recipe" submenu for crafting station, items in the list can be double clicked to be added quickly
  • UI: Expedition widget is now available in combat mode
  • UI: Added a "Mass Trade" button to the diplomacy tab, allows you to request traders from all factions simul
  • UI: Bottom menu downsized and reskinned
  • UI: The short text/lore cutscenes can be skipped with [ESC]
  • UI: Replaced some of the "Settler got trait: X" by nicer messages
  • UI: Occupied individual tombs have a new menu showing an epitaph + details about whoever is buried there
  • UI: Camera automatically centers on a survivor if they turn into a zombie if "center/pause game if survivor is hurt" is checked
  • UI: Expeditions are automatically named after the vehicle being used
  • Fixed: Farms could drop the "plant seed" job on rare occasions
  • Fixed: Small blocking issue in the "build roof" job
  • Fixed: Some typos and weird looking sentences have been corrected/rewritten
  • Fixed: Map generation had a small chance to cause scorpion or spider dens to appear during the intro cutscene
  • Fixed: Some bits of text, in a few menus, were displayed with a very slight distortion
  • Fixed: Mouse-wheel scrolling in some menus, when the list is barely longer than the menu itself, would be very slow
  • Fixed: An issue where placing or deleting a build location, walls especially, wouldn't always update the pathing map correctly
  • Fixed: Right clicking a tile with items on the ground would incorrectly state that a survivor would get the items when those are set not to be
  • Fixed: Tooltips would appear incorrectly sized for a few frames (partial fix)
  • Fixed: Misc building related issues
  • Fixed: When manually defending a production center against a raid, hostiles would not try to break the doors
  • Fixed: Message "we're done exploring X (0.0132023154kg space left)" sent after an expedition finishes wasn't formated properly
  • Fixed: When using "Automated Battle" on a map location tied to an event, it wouldn't automatically launch the event
  • Fixed: Text dump events (triggered in a few specific questlines) couldn't display its optional banner image properly
  • Fixed: It was technically possible to trigger the same interactive event menu twice
  • Fixed: Misleading message spam when an illness is spreading
  • Fixed: Sickness timer was reset each time one is transmitted, even to someone already having it, causing epidemics to stay for way too long
  • Fixed: Tutorial characters (bob, clara and such) couldn't be butchered properly or use their fists in combat
  • Fixed: The event used to spawn hordes on the world map would display an incorrect alert
  • Fixed: People sleeping too far away from their bed
  • Fixed: Weapon info panel was giving erroneous stats when it comes to their chance to apply wounds
  • Fixed: Cannibal faction archetype wouldn't automatically set the faction setting to allow eating human meat
  • Fixed: The faction summary tab wasn't checking if the private bedrooms were completed or not
  • Fixed: Dead critters being rendered on top of live ones
  • Fixed: Probably a bunch more, didn't keep track of everything