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Version 0.5.9 - Vault Update



After The Collapse 0.5.9


Here's a new update for you to consume before 0.6 get released. It's content heavy, featuring a few community requests and the ability to start the game in an underground vault.

Official Release Post


The detailed release post is on the official website

Changelog



+ AI: Settlers are a bit better at handling basic needs
+ Balance: Tweaked some weapons and armors values (minor)
+ Balance: Moved some recipes and unlocks between technologies (minor)
+ Balance: Masonry Tech required to build stairs to access the underground/overworld
+ Content: Player built doors can now be locked/unlocked
+ Content: Ability to start underground in a bunker (survivor tab in the new game settings)
+ Content: 4 new pieces of armor (spec-ops helmet, medic vest, firefighter helmet, firefighter vest)
+ Content: 6 new ranged weapons (grenade launcher, hunting rifle, sniper rifle, heavy sniper rifle, desert eagle, gauss rifle)
+ Content: 4 new melee weapons/tools (combat knife, knife, pickaxe, shovel)
+ Content: 2 new ammo types (grenade rounds, energy cells)
+ Content: New recipes to repair the new guns and armors
+ Content: New technology to build tools (pickaxe, shovel, metal axe)
+ Content: New technology to research the ability to produce explosive ammo (grenade rounds and rockets)
+ Content: Added traits to some armors and weapons (sniper rifles give "visor" increasing perception, medic vest increases "medical" skill, shovel gives better farming...)
+ Content: New mid/late game events - Crazed military robots
+ Content: New late game event - Dangerous raid by former soldiers
+ Content: Heat Wave game event - Increase water consumption of plants of settlers
+ Engine: Ability for weapons to use lobbed trajectories bypassing cover and landing at a specific position
+ Engine: Seed based map generation (both at the world and the custom map level)
+ Engine: Loot tables (expeditions only for now) are more fine grained and future proofed
+ Engine: Creatures' movement at maximum game speed should look less "jumpy" now (not perfect, but getting there)
+ Engine: Ability for creatures to spawn an animation on death (blood splatters, explosion..)
+ Engine: Combat mode overlay is taking less GPU/CPU
+ Engine: Preliminary changes to handle temperature, influencing water needs of plants
+ Graphics: Ambush mobs get random rotation so their starting position doesn't look too artificial
+ Graphics: Tweaked some buttons and panels
+ Graphics: Size of smoke effect (when an object is destroyed) now proportional to the object
+ Graphics: Improved a few more inventory textures (ammunition mostly)
+ Graphics: A few additional explosion and blood splatter animations for when things go dead
+ Graphics: Nicer looking (and better layering) of combat mode overlay
+ UI: Added "Map Seed" option to the custom map menu to be able to replay/share a level
+ UI: Added tab to the exploration manager to show the rewards from the previous expedition
+ UI: Added button to access world map
+ UI: Top part of the storage menu displays amount of food and drinks for easy access instead of electronics and canned food
+ UI: Double clicking an item in the trade menu will set amount to buy/sell to the max. available
+ UI: Standardized how item quantity is shown in the UI (over the sprites like ammo for weapons)
+ UI: Farming menu's crop selection panel display how many seeds you have in stock
+ UI: Added trait giving information to armor and weapon info panels
+ UI: Less invasive game log
+ UI: Added weapon overlay for enemies in combat mode
+ Fixed: Settlers occasionally ignoring "equip weapon/armor" orders
+ Fixed: Semi rare bug causing some building jobs to be put back into the public queue despite being completed
+ Fixed: A bug doing a reroll of living creatures' attributes each time a save is loaded
+ Fixed: Survivors occasionally going one tile in the wrong direction before moving to a specific location
+ Fixed: Animals initially spawning with misplaced limbs
+ Fixed: Some animations are below objects instead of above
+ Fixed: Rocket and grenade launcher "hit" explosion not being played in some cases
+ Fixed: Potential/extremely rare crash in pathing
+ Fixed: Case where a survivor could potentially starve itself to death because it cannot satisfy another need
+ Fixed: Survivors ignoring newly created walls (or other path blocking items) if they picked their path before the wall is built
+ Fixed: Issue where destroyed a window wouldn't "update" the region map, causing small issues with pathing


Hotpatch 1
- Fixed: crash when loading a save-game which has a raid event in progress.