Spiderling Content Update 1.5.0
I'm happy to announce the release of After The Collapse 1.5.0, one of the biggest content updates to date. This Spiderling Content Update brings many new features, significant UI improvements, and expanded faction content. This article only covers the main changes. As usual, check the change-log at the end for a complete list.
[h2]Arakan Faction Expanded[/h2]
The playable Arakan faction archetype has received substantial improvements in this update. I've expanded their technology tree with themed buildings and unique game-play mechanics that truly set them apart from other factions.
Arakans can now brew specialized potions, including one for cooling (providing stress reduction and happiness) and another to boost prisoner compliance, making it a lot easier to convert them to your cause. They've also gained access to the Sacrificial Pit, a powerful new building that allows trading human lives for various boons.

For those eager to try this faction, I've included a dedicated Arakan-centric scenario with suitable starting gear, an interesting map, and a larger population to properly experience their unique playstyle. Arakans now have their own starter expedition "vehicle" (yes, it's a giant spider!) and can unlock an even better transport option through the Sacrificial Pit.
[h2]Spiderling Content[/h2]
True to the update's name, I've added extensive spider-related content. Spiderling seeds are now available, serving different purposes depending on your faction: fodder for everyone, booze ingredients for mutants, and potion components for Arakans.
I've completely redesigned the Ice Spiders, replacing their shotgun attack with slow explosive ice balls that make combat spacing more strategic. They also now have standard melee capabilities. Rock spiders found in caves are tankier with full chitin carapaces, and butchering them yields stones as a bonus resource.
Arakans can now build both rock and ice spider nests, and I've added rock spider eggs so you can grow them like you could with the other types. There's even a late-game travel event exclusive to Arakans that involves killing a massive scorpion for mana and loot, with a Steam achievement to commemorate your victory.
[h2]Additional Content[/h2]
Beyond the Arakan improvements, I've added faction-specific content for Mutants as well. Both Mutants and Arakans now use a new medical tech tree with themed buildings to better reflect their more tribal approach to medicine.
Mutants can now brew cooling potions like the Arakans, providing alternative ways to manage survivor stress and happiness. I've also improved various faction mechanics, such as reducing the impact of pets on enemy raid size (decreasing raid strength when playing as Arakan).
[h2]User Interface Overhaul[/h2]
But the largest change in this update is the complete redesign of most menus and several key UI elements. The Settler/Pet/NPC menu was modernized with small icons replacing text buttons, standardized layouts, and improved functionality.

The Factory menu has received similar treatment with clear graphical icons, alphabetical recipe sorting, and added functionality like cargo viewing and prisoner-only work assignment. The Cargo menu has also been streamlined with grouped buttons and simplified weapon variant filtering.
Many other UI improvements have been implemented, including better room management, enhanced construction interfaces, and more intuitive expedition and combat controls. I'd suggest to refer to the change-log for the full picture.
[h2]Mercenary System Revamp[/h2]
I've also completely overhauled the mercenary and point-of-interest guard recruitment system. Now a pool of mercenaries is available with visible equipment and variable pricing. This update adds mutants (cheap) and soldiers (expensive) to the mercenary pool, giving you more strategic options for quickly bolstering your defenses or offensive capabilities. The pool is renewed daily.

[h2]Balance Changes and Quality of Life[/h2]
Several balance adjustments have been made to improve the overall gameplay experience. Automated firefighters are now less suicidal, survivors can recover mental stability more easily, and cooking times for meat and fish have been put on par with other food sources, making meat production less labor intensive. I've also improved the butchering mechanics, which are particularly important for meat-based factions like the Arakans. Spider dens now feature an auto-butcher option, the "butcher" buttons display what items you'll collect from the process, and for cannibal factions, the butcher's table now conveniently shows which human prisoners can be processed into food.

I've adjusted most events to scale based on your base size and time passed rather than technology level, and tuned down the initial spawn numbers of the late-game Swarm invasion. Vehicle mechanics have been refined with more coherent HP values and gradual health consumption during map travel.
The underground layers now feature more spawners to make up for the lack of underground raids, increasing mob infighting in the process. This led to another change: perishable items (meat, ingredients, body parts) in inaccessible areas will decay over time to prevent this infighting from generating infinite amounts of food.
[h2]Graphical and Technical Improvements[/h2]
Behind the scenes, I've implemented several core optimizations. The sound library has been updated for better audio performance, and many graphical assets have been replaced with improved versions. Many crafting stations now have new sprites, including cooking stations, early forges, smelters and many more. Countless menu buttons and icons have been updated to provide a more visually consistent experience.

I've also fixed numerous bugs and edge cases to ensure a smoother experience overall. As usual, savegames should be compatible with (1.3.x) previous versions, but some of the changes will only apply to a new game.
[h2]General News[/h2]
I know, this was supposed to be a futuristic DLC content, not a free tribal content update. The DLC is on hold for the moment. Between the dollar currently being worthless compared to the Euro, and the game's visibility on the store being what it is after all those years, its financial viability is uncertain. I first need to see how this update does in terms of numbers before I can make an informed decision. If the DLC is cancelled, some of its content will be released for free instead.
Thank you for your continued support,
Cheers!
[h2]Full Changelog[/h2]
[h2]Arakan Faction Expanded[/h2]
The playable Arakan faction archetype has received substantial improvements in this update. I've expanded their technology tree with themed buildings and unique game-play mechanics that truly set them apart from other factions.
Arakans can now brew specialized potions, including one for cooling (providing stress reduction and happiness) and another to boost prisoner compliance, making it a lot easier to convert them to your cause. They've also gained access to the Sacrificial Pit, a powerful new building that allows trading human lives for various boons.

For those eager to try this faction, I've included a dedicated Arakan-centric scenario with suitable starting gear, an interesting map, and a larger population to properly experience their unique playstyle. Arakans now have their own starter expedition "vehicle" (yes, it's a giant spider!) and can unlock an even better transport option through the Sacrificial Pit.
[h2]Spiderling Content[/h2]
True to the update's name, I've added extensive spider-related content. Spiderling seeds are now available, serving different purposes depending on your faction: fodder for everyone, booze ingredients for mutants, and potion components for Arakans.
I've completely redesigned the Ice Spiders, replacing their shotgun attack with slow explosive ice balls that make combat spacing more strategic. They also now have standard melee capabilities. Rock spiders found in caves are tankier with full chitin carapaces, and butchering them yields stones as a bonus resource.
Arakans can now build both rock and ice spider nests, and I've added rock spider eggs so you can grow them like you could with the other types. There's even a late-game travel event exclusive to Arakans that involves killing a massive scorpion for mana and loot, with a Steam achievement to commemorate your victory.
[h2]Additional Content[/h2]
Beyond the Arakan improvements, I've added faction-specific content for Mutants as well. Both Mutants and Arakans now use a new medical tech tree with themed buildings to better reflect their more tribal approach to medicine.
Mutants can now brew cooling potions like the Arakans, providing alternative ways to manage survivor stress and happiness. I've also improved various faction mechanics, such as reducing the impact of pets on enemy raid size (decreasing raid strength when playing as Arakan).
[h2]User Interface Overhaul[/h2]
But the largest change in this update is the complete redesign of most menus and several key UI elements. The Settler/Pet/NPC menu was modernized with small icons replacing text buttons, standardized layouts, and improved functionality.

The Factory menu has received similar treatment with clear graphical icons, alphabetical recipe sorting, and added functionality like cargo viewing and prisoner-only work assignment. The Cargo menu has also been streamlined with grouped buttons and simplified weapon variant filtering.
Many other UI improvements have been implemented, including better room management, enhanced construction interfaces, and more intuitive expedition and combat controls. I'd suggest to refer to the change-log for the full picture.
[h2]Mercenary System Revamp[/h2]
I've also completely overhauled the mercenary and point-of-interest guard recruitment system. Now a pool of mercenaries is available with visible equipment and variable pricing. This update adds mutants (cheap) and soldiers (expensive) to the mercenary pool, giving you more strategic options for quickly bolstering your defenses or offensive capabilities. The pool is renewed daily.

[h2]Balance Changes and Quality of Life[/h2]
Several balance adjustments have been made to improve the overall gameplay experience. Automated firefighters are now less suicidal, survivors can recover mental stability more easily, and cooking times for meat and fish have been put on par with other food sources, making meat production less labor intensive. I've also improved the butchering mechanics, which are particularly important for meat-based factions like the Arakans. Spider dens now feature an auto-butcher option, the "butcher" buttons display what items you'll collect from the process, and for cannibal factions, the butcher's table now conveniently shows which human prisoners can be processed into food.

I've adjusted most events to scale based on your base size and time passed rather than technology level, and tuned down the initial spawn numbers of the late-game Swarm invasion. Vehicle mechanics have been refined with more coherent HP values and gradual health consumption during map travel.
The underground layers now feature more spawners to make up for the lack of underground raids, increasing mob infighting in the process. This led to another change: perishable items (meat, ingredients, body parts) in inaccessible areas will decay over time to prevent this infighting from generating infinite amounts of food.
[h2]Graphical and Technical Improvements[/h2]
Behind the scenes, I've implemented several core optimizations. The sound library has been updated for better audio performance, and many graphical assets have been replaced with improved versions. Many crafting stations now have new sprites, including cooking stations, early forges, smelters and many more. Countless menu buttons and icons have been updated to provide a more visually consistent experience.

I've also fixed numerous bugs and edge cases to ensure a smoother experience overall. As usual, savegames should be compatible with (1.3.x) previous versions, but some of the changes will only apply to a new game.
[h2]General News[/h2]
I know, this was supposed to be a futuristic DLC content, not a free tribal content update. The DLC is on hold for the moment. Between the dollar currently being worthless compared to the Euro, and the game's visibility on the store being what it is after all those years, its financial viability is uncertain. I first need to see how this update does in terms of numbers before I can make an informed decision. If the DLC is cancelled, some of its content will be released for free instead.
Thank you for your continued support,
Cheers!
[h2]Full Changelog[/h2]
- AI: Automated firefighters are less suicidal and will seek treatment before dying in the flames
- AI: Pets and cattle are a lot more reactive to hostiles
- AI: Prisoners will favor jobs from stations marked as "prisoner only"
- Balance: Reduced impact of pets on enemy raid size (should decrease raid strength when player is Arakan)
- Balance: All fabric-producing recipes had their building time reduced / standardized
- Balance: Made it a bit easier for survivors to recover mental stability
- Balance: Meat and Fish cooking times reduced, making them more time-consistent with other options
- Balance: Renamed Pharmacy tech to Chemistry, and the pharmacy building moved to Medical tech
- Balance: Beer and nuky weed decrease stress a bit
- Balance: Rock spider (caves) is tankier with a full chitin carapace, butchering it also yields stones
- Balance: Redesigned Ice Spiders, replaced shotgun attack with slow explosive ice balls (so spacing matters a bit more in combat), I gave them normal melee too.
- Balance: Tweaks to events to make them depending on player base's size and time passed instead of tech
- Balance: Tuned down the Swarm's initial spawn strength
- Balance: Due to increased mob infighting in the underground layers, perishable items left on ground decay over time when they are not directly accessible by your survivors (walled off)
- Balance: Traveling around the map consumes a point of the vehicle's "Health" every few hours (no consumption during exploration or parked)
- Balance: More coherent HP values for the various vehicles
- Content: Added old missile silos to world map, those can destroy groups and damage a location's defenses (limited ammo)
- Content: Added spiderling seeds, used for fodder (everyone), booze (mutants), and potions (arakans)
- Content: Mutants and Arakans use a new medical tech tree with themed buildings
- Content: Mutants and Arakans can brew a cooling potion (stress reduction, and happiness boost)
- Content: Extended Arakan technology tree
- Content: Arakans can brew a potion to boost prisoner compliance
- Content: Arakans can build rock and ice spider nests
- Content: Arakans have their own starter expedition "vehicle" (yes, it's a giant spider)
- Content: Arakans have access to the Sacrificial Pit (through a tech), a building used to trade human lives for boons.
- Content: Arakans can unlock a much better transport "vehicle" using the sacrificial pit
- Content: Added late game travel event to Arakans (killing massive scorpion for mana and/or loot
- steam achievement)
- Content: Added a Arakan-centric scenario with decent starting gear, map and people, to get you started wit the faction properly.
- Content: Mercenary / PoI guard recruitment overhaul, a pool of mercenaries is available, equipment is shown, pricing varies
- Content: Mutants (cheap) and soldiers (expensive) added to mercenary pool
- Content: Added rock spider eggs so you can grow your own
- Content: Underground mob spawners are more common (that's the replacement for underground raids that were disabled a while back)
- Content: Added beetle spawner to underground caverns
- Engine: Several core optimizations and changes to acclimate future DLC
- Engine: Updated sound library. If you're still experiencing issues, try changing sampling rate (44100 or 48000) in settings.json
- Graphics: Replaced several crafting stations (cooking, early forges, smelters, etc) with new ones
- Graphics: Unique sprites for alchemy lab and potion cabinet (tribal replacer for medical station and pharmacy)
- Graphics: Reworked the tribal bed, storage boxes, pool table, and hatchery
- Graphics: Replaced ice spider
- Graphics: Updated so many buttons and icons
- UI: Redesigned Settler/Pet/NPC Menu
- UI: -> Replaced big text buttons with small icons, standardized layout, smaller
- UI: -> Can assign bedroom or prison cell to selected pawn (same as right click in Pop Menu / Housing)
- UI: -> Prisoners can be evicted from char info
- UI: -> Cannibals / Mutants can butcher live prisoners
- UI: -> Friendly creatures can be butchered (Arakans' untamed spiders)
- UI: -> Right clicking on relation tab's target will open their own menu
- UI: -> Modernized relation tab, and cattle's "factory" menu
- UI: -> Activity text ("i am working at...") is clickable and will open menu / center screen on target if any
- UI: Redesigned Factory menu using the same scheme.
- UI: -> Clear graphical icons with standardized layout
- UI: -> Right click on copy (recipe) button triggers a build order for a copy of this station
- UI: -> Added cargo button to show a factory's current inventory
- UI: -> Crafting recipes shown in alphabetical order (removed "build/make/..." prefixes)
- UI: -> Crafting stations can be set as "prisoner only" in their advanced settings
- UI: Redesigned Cargo menu (and other zone related menus)
- UI: -> Same graphical style with most buttons grouped on top
- UI: -> Weapon variants are hidden in the cargo's filters (So allowing/fobidding Assault Rifles will auto allow/forbid all variants)
- UI: -> Removed "factory input only" filter, as it was a residual from a bygone era (managing cargo ain't that deep)
- UI: -> Right click on copy (settings) button triggers a build order for a copy of this depot
- UI: Most furniture / room / zone panels updated in the same style (less drastic changes here, still a few more to go)
- UI: Construction menu shows active worker if any
- UI: Click on room title box to center on target
- UI: Pressing the [R]aze shortcut twice will reset deconstruction mode to default settings
- UI: Butcher buttons display what items you'll collect
- UI: Added repair button to furniture / clutter menu
- UI: Crafting and inventory panels sorted by item name
- UI: Survivor information panel (the one with attributes, and traits) resized to fit better on the screen
- UI: Added auto-butcher to the Arakans' spider dens
- UI: The butcher's table shows the butcherable humans (prisoners) if you're a cannibal faction
- UI: Automatically return to build mode when the user disbands the last active soldier from multi-selection or settler menus
- UI: Turning on Combat Mode automatically selects all available soldiers
- UI: Added Room Occupancy filter, allows to see which cells and bedrooms are occupied
- UI: "Cancel activity" button in Expedition menu is red and more descriptive
- UI: The "Stats/Statistics" are renamed to "Attributes"
- UI: Removed mental breakdown warning for hostiles (Bunker Inc hostiles are spamming the message when on map)
- UI: Mood, Skills, and Compliance are all expressed as percentages now for consistency
- UI: Added optional (default on) center/pause when a prisoner converts to player faction
- UI: Seeds and plants descriptions are more consistent
- UI: Settler selection menu colorize name depending on faction (prisoners are orange)
- UI: Added next spawn info on spawners' menu (nests)
- UI: Farming fields are automatically renamed to match what you're growing
- UI: Door menu appears next to the cursor instead of the top left and is draggable
- UI: Added optional warning / center camera for pyromaniac events (toggle in settings)
- UI: Probably other stuff I forgot to write down
- Fixed: Exiling someone who is located in the underground would cause the exiled to turn passive instead of leaving the map
- Fixed: Fixed issues with selection in multi select menu
- Fixed: In a new game, pathing to a different layer would fail until something gets disassembled or otherwise destroyed on the map
- Fixed: Combat unit selection checks weren't consistent
- Fixed: Sprites for animated NPC wouldn't show up in the Encyclopedia's NPC tab
- Fixed: Possible crash during fires if the sound library ain't loaded correctly
- Fixed: Butcher's axe overlay not shown on prisoners and friendly untamed creatures
- Fixed: It was possible to toggle off combat mode during world map battles using multi select menu
- Fixed: Odd case where a crafting station would forget to refresh its job (Worker: Unknown in UI)
- Fixed: Issue with generators' fuel requests
- Fixed: Raids by the hayware robots couldn't trigger with tribal player factions
- Fixed: Rock spiders laying wrong egg
- Fixed: Jobs from deleted farms would (occasionally) stay in the job queue
- Fixed: Rare / potential crash in Job priority menu
- Fixed: Cats and dogs wouldn't show their reproduction settings in the Cattle Manager tab
- Fixed: Attempting to change weaponry in a expedition vehicle could cause an exception
- Fixed: If the menu for a prisoner is already open while this prisoner gets turned into a survivor, this menu would crash
- Fixed: Trees should no longer grow under multi-tile buildings
- Fixed: Many other minor background issues I didn't keep track off