After The Collapse 0.6 Experimental

An experimental version of ATC 0.6 is available in the nightly branch. As the name implies, this version hasn't been thoroughly tested, may contain game breaking bugs, and a few of the new features are still quite bare-bone (the diplomatic menu for instance).
Also note that 0.5x savegames are NOT compatible with 0.6.
Changelog
A full overview will be written when the version is officially released. Depending on feedback, and reports, it will take between 1 and 2 weeks.
+ 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: World map generator
+ 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: 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)
+ 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
+ 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