Version 0.5.8 Released

After The Collapse 0.5.8
This is the latest release for our base building game. Apologies for the delay, it took a bit longer than expected to produce.
Official Release Post
Release details on the official website
Changelog
+ AI: Ambush AI (passive mobs in hidden areas who activate when said area is revealed)
+ AI: Much better pathfinder, settlers should no longer occasionally take weird and complicated paths toward their destination
+ Balance: Increased turrets' HP and damage resistance significantly
+ Balance: Cattle can die of old age + tweaked some values
+ Content: Trapped rooms/buildings (optional)
+ Content: Optional fog of war giving the ability to hide buildings' content until they have been visited by your survivors
+ Content: Ability for the proc gen to add items outside of buildings (trashcans in the garden, and so on)
+ Engine: Improved map generation speed (massively, especially noticeable on larger maps)
+ Engine: Better rendering performances on large maps
+ Engine: Performance and stability improvements
+ Engine: A *lot* of behind-the-scene improvements to keep the code compact(ish) and easy to maintain
+ Graphics: Better looking and more frequent blood during combat
+ Graphics: Much better layering of rendered items: grass properly under everything, chairs under tables, trees and walls over everything. (doesn't apply on saves from previous versions)
+ Graphics: Blood splatters and debris from destroyed objects fade out instead of disappearing immediately
+ Graphics: Added spider webs to caverns and sewers
+ Graphics: Traders' jeep is a tad bigger
+ Graphics: Added large old blood splatters in some rooms (the more decay on the map, the more blood, generally)
+ Graphics: New sprites for most inventory items (weapons, armors, food, materials and so on)
+ Graphics: More road details (cracks and car wrecks)
+ Tutorial: Removed disassembling job from Teddy, so he can do the farming tutorial faster.
+ UI: You no longer need to remove small grass or wait for destroyed items to disappear before being able to build over it.
+ UI: Added a menu for the butcher shop
+ UI: In Combat mode, the weapons equipped by your militia is shown as an overlay (replacing the crossed swords)
+ UI: New game / difficulty settings to toggle infested and hidden rooms on/off
+ Fixed: Pasture Menu's list isn't registering mouse scroll properly
+ Fixed: Kitchen shelves facing the wrong way
+ Fixed: Houses' kitchens only featuring shelves instead of a mix of items
+ Fixed: Issue in the music/sound player that could remove music in modded games (with custom music themes)
+ Fixed: Typos in loading screen
+ Fixed: Freeze if settings are changed and saved before the game has finished loading in the background
+ Fixed: Issue if tutorial is started before the game has finished loading in the background
+ Fixed: Switching to underground view for the first time while the game is paused would show non-connected walls
+ Fixed: A few small memory leaks
+ Fixed: Bug report triggered when closing the game at title screen before it finishes loading stuff in the background
+ Fixed: Sprites randomly jumping over each other when multiple items are on the same tiles (doesn't apply on saves from previous versions)
+ Fixed: Sewer generator's clutter slider was broken
+ Fixed: More missing french translation strings (as usual)
+ Fixed: Missing vegetation/rocks over yellowish grass
+ Fixed: Map generation producing overlapping rocks and vegation that shouldn't be overlapping
+ Fixed: Roadside map generator was buggy due to wrong road settings
Hot-patch 1
- Fixed crash at the very end of the tutorial (sigh)
- Added by accident a grenade launcher that might or might not work as expected.
Hot-patch 2
- Added: Border/Edge mouse scrolling (optional, request)
- Slightly improved speed/memory usage of saving and loading operations
- Fixed: Rare issue with save-games
- Fixed: Couldn't build walls directly over decorations (blood/cracks/debris)