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Beta 0.7 Released in the Nightly Branch

An early version of After The Collapse 0.7.0 is available in the experimental branch. Those of you who'd like to test the new features are welcome to give it a go.

Summary

We'll get over each new feature individually in more details on the official release day (count a week or two depending on feedback and bug reports). But here are the 4 major new features:
  • Dogs/pets for your settlers to adopt and breed
  • Settlers can form relations with each other giving buffs and debuffs (enemies might even punch each other occasionally)
  • Rare and powerful artifacts to find and equip
  • Deeper and less arbitrary mood / happiness system


It should all work but this version doesn't provide any contextual help for the new features (yet) and the french translation is quite incomplete. The relationship/friendship/enemy stuff isn't probably scaled very well to the game's pace.



Dogs can be found during expeditions (taverns are a good spot), or through traders. Artifacts are much more difficult to find by design, but worth it. Can occasionally be found during expeditions in some of the most dangerous locations, and given as a reward for clearing an abomination nest. A trader might come to your settlement in the late game.

There are many more improvements, you can refer to the changelog below for a complete list.

About the following full release

This early version includes all the major features for 0.7.0 proper but in an early state. More raw content will be featured in the full release, with appropriate bug fixes and minor improvements.



Of course, the 0.7 branch won't stop with this version. I have a lot more things planned and we'll go over those in a few days when 0.7.0 is officially released.

Save Compatibility

As with all major milestone updates, save-games from previous versions are not compatible with 0.7. However the official release of 0.7 will be compatible with this experimental version.

Changelog
  • Balance: Merged "consumable" item category into "drinks" (it was only used for dirty water, use depot filters when needed instead)
  • Balance: Mood changes are now gradual and vary from a settler to another
  • Balance: Joyful & Depressed are no longer timed and will always trigger whenever a settler's mood is over 85 or below 15
  • Content: Added new traits illustrating the new mood system and edited existing ones
  • Content: New equipment slot for settlers (backpack/artifacts)
  • Content: Added several powerful items and artifacts to the loot and trade tables (your settlers can equip them in the new slot)
  • Content: New artifact trader event (very rare, late game, event)
  • Content: Settlers can now form relations with each other
  • Content: Settlers can chat with each other, modifying their mood and relations
  • Content: The death of a friend will cause a settler to mourn for a few days (bad morale, slow speed, low social)
  • Content: Having friends will increase a settler's mood while having foes will decrease it
  • Content: Settlers who hate each other may occasionally brawl (which will partially reset their relation)
  • Content: Pet dogs for your settlers to adopt and breed (or eat, you maniacs)
  • Content: Pets provide basic help in combat and a slight happiness boost to their owners
  • Content: The death of a pet will render their owner sad for a while
  • Content: Ability to share your savegames on the Steam Workshop (by Alex) (Steam Only)
  • Content: Claimed production centers can still be explored for resources now
  • Modding: Ability to set recipes with varying quantity produced (see data/recipes/_example.txt file)
  • Modding: Factories can now properly understand recipes with multiple output (they sorta did already, but items would not always end up where they should)
  • Modding: Added several mood/relation modifiers to traits
  • Modding: Added "AI" = PetAI to npc files (they'll need a properly set race for the agents to be considered properly ownable pets and be of the animal category)
  • Modding: Traits have the new DamageThreshold field (add/remove flat incoming damage in combat)
  • Modding: Traits have the new MeleeDamageModifier and RangedDamageModifier fields (add/remove flat outgoing damage in combat)
  • Modding: Added ability to toggle developer mode and menus by pressing [ctrl]+F12 (USE AT YOUR OWN RISK)
  • Modding: Added _example.txt files to data/npc, data/racedata, data/recipes and data/traits to start documenting stuff a bit (more will come)
  • UI: Updated trait tooltip to display mood growth/decrease modifiers when relevant
  • UI: More legible settler character sheet displaying more info while using less screen estate
  • UI: Updated settler info panel and population screen to take the new artifact/utility equipment slot into account
  • UI: Added relation tab to the settler info panel (displaying friends, foes, pets)
  • UI: The mood tab in the settler info panel got a makeover and displays more info
  • UI: The animal info panel has been reworked and behave very similarly to the settler info panel
  • Fixed: Possible case where a settler could stop moving (despite the UI telling you they are) until they switch to a new job on their own.
  • Fixed: (modding) Metalsmith jobs properly tagged as "Metalsmith" instead of "Social" in data files now