Version 0.6.0 - A Bigger World Out There (hot-patch 1)

After The Collapse 0.6.0: A Bigger World Out There
Here is our new major release focusing on the overworld and diplomacy. As with other major updates, it introduces new base mechanics and systems we’ll be building upon during the rest of this development cycle.
Official Release Post
ːneospqrː The detailed release post is on the official website ːneospqrː
It's a recommended read. It explains many of the new features and lays out our plans for the 0.6.x branch.
Savegame Compatibilty
This version is not compatible with save-games from previous versions of the game. If you want to finish your current game, you can roll back to 0.5.9 going in the game's "properties" menu (right click the game in steam), beta tab.
Changelog
+ AI: Characters are more responsive when attacked
+ AI: Characters no longer need to reload their weapon on spawn/activation
+ AI: Raiders are much better at finding an entrance into the player's base
+ Balance: Unspent points are converted into money at the start of the game (points left x2)
+ Balance: Added "slow paced" difficulty level (events are 50% less frequent)
+ Balance: Destroying a trade caravan will damage your reputation with the owner massively
+ Balance: Water collector hauling jobs have a higher priority
+ Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit)
+ Content: Proper "New Game" menu allowing to select a location from the overworld
+ Content: Option to spawn a bunker underground filled with angry people and loot
+ Content: Added 4 standard factions
+ Content: Can bribe or anger other factions through faction menu (require Radio tech)
+ Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech)
+ Content: Option to ask bandits not to raid you in exchange for a bribe
+ Content: Added faction specific raid event (only trigger when a standard faction is hostile)
+ Engine: Ability to spawn buildings with specific mobs
+ Engine: Changes to pathfinder to make raiders more fail-proof
+ Graphics: Slightly improved some particle effects (fire, smoke, bullet trail)
+ Graphics: New assets for the characters' faces in the tutorial
+ Graphics: Added graphical setting to toggle blood splatters on/off
+ Graphics: Added graphical setting for brighter nights
+ ProcGen: World map / city generator
+ ProcGen: Custom map generator for suburbs can generate L shaped maps
+ ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature)
+ ProcGen: Military Base generation, made playable area (warning, *extremely* hostile map)
+ UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit)
+ UI: The game remembers the last tab used in the building menu
+ UI: Added button to access world map
+ UI: Added tips about electricity when starting underground
+ UI: Faction menu overhaul
+ UI: Keyboard shortcut to toggle between combat and standard UI (default F5)
+ UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now
+ UI: Added money information to the overlay in top left
+ UI: Outdated savegames can be selected ingame for deletion
+ UI: Added some tooltips to the start menu (one for each game type: tutorial, new game, custom map)
+ Fixed: "% Full" overlay was shown over foreign trading jeeps
+ Fixed: Speed Up / Down shortcuts not always properly working in Combat mode
+ Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches
+ Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems
+ Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode
+ Fixed: Another case where the settlers would keep going to (0,0)
+ Fixed: Map generator unable to generate maps with L-shaped or dead-end roads
+ Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult.
+ Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded
+ Fixed: Minor issues with the underground bunker
+ Fixed: Tweaked tutorial part about equipping armors
+ Fixed: Tutorial data not properly reset when launching it multiple times in a row
+ Fixed: Raiders unable to go underground
+ Fixed: Destroyed doors would still act as working doors until the debris disappear
+ Fixed: Raiders blocked by non-player doors
+ Fixed: You could open menus on destroyed stations/doors
+ Fixed: Some minor pathing problems
+ Fixed: Obsolete "bunker" underground generator was still available despite the new method
Hot Patch 1
+ UI: No longer need to restart the game to change language
+ Fixed: Multiple issues with the electrical grid preventing the electricity from reaching its destination
+ Fixed: The electrical grid was not understanding the difference between underground and above ground causing issues on multi level bases.
+ Fixed: The electrical grid was only considering the generator's range when handling connections with relays (it now check both and use whichever has the most range)
+ Fixed: Missing "need to restart the game" after changing some critical settings (anti aliasing, command console, ..)
+ Fixed: Some untranslated sentences in "city generator" screen (french)
+ Fixed: Possible crash when multithreading is NOT enabled