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Update 1.2.1 & 1.2.2

Hi,

This is a small patch to fix the issues found in 1.2, most of which are related to the Arakan playable faction archetype. There's no need to reset your progress or anything like that.

The main visible change, beside a few minor graphical improvements, is the new bone carving station. As the name implies, all bone-related recipes (mainly a thing for cannibals and mutants) have been moved there. It means that the bone armor is now available right from the start, possibly making the very early game a bit easier for those factions.

[h2]1.2.2 Changelog[/h2]
  • Fixed: Possible crash in "Scenario->Custom->Equipment" menu if one of the items provided in the scenario doesn't exist (outdated mod issue)
  • Fixed: If a survivor is being "summoned" by the pharmacy while their inventory is completely full, they would get stuck in place
  • Fixed: Similar issue with doctors not having the room in their inventory to grab some bandages, for efficiency's sake, inventory weight check is disabled while treating a patient
  • Fixed: It was somehow possible to break stairs and the associated logic by building a farm over them, causing one part to disappear, and confusing the hell out of the survivors below


[h2]1.2.1 Changelog[/h2]
  • Balance: Crafting recipes unlocked by the bone working tech (cannibals and mutants) moved to the new bone carving station
  • Balance: All other bone based ammo, tools, and weapons have been moved to this new station (for consistency sake)
  • Balance: Added exploration tech to base technologies known by Arakans
  • Balance: People are more careful after getting wounded at work, meaning that they are not likely to get wounded again for a bit
  • Balance: Underground raids have been moved to the surface as their likelihood of getting to be an hindrance to the base is practically zero otherwise
  • Graphics: Replaced the expedition military jeep's sprite (found in military bases) by something looking a lot better
  • Graphics: Replaced the expedition motorcycle's sprite by a new one
  • Graphics: New headgear sprites (military helmet, metal helmet, and the various caps)
  • Graphics: Replaced body armor sprites (military, mercenary and metal armor)
  • Modding: The Arakans' ability to make pets out of typically non-adoptable critters is now data driven instead of being hardcoded
  • Fixed: Both the new questline and one of the unique survivors you can recruit while exploring the world map had their effective cost doubled
  • Fixed: Arakans' spiders would forget who had adopted them after reloading a save, alongside a bunch of fun stuff in the same genre
  • Fixed: Babies made by arakan-adopted spiders would spawn as wild
  • Fixed: Similar issues if a NPC changes its AI module midgame (pretty sure it was only a thing with some modded mutagens)
  • Fixed: Missing "downloaded a mod" achievement check when starting a new game, meaning that the achievement would only trigger when downloading a mod from the game's UI
  • Fixed: The pharmacy's logic code wasn't handling a few cases where the jobs wouldn't be distributed properly
  • Fixed: Clicking the button "adopt" on a friendly wild spider would causes the butcher or neuter checkbox to be accidentally checked
  • Fixed: Warning/Failsafe when using Windows 10 K or KN was yeeted at some point, not informing people with those exotic versions to go download the media pack
  • Fixed: The "Select All Units" button was not legible enough
  • Fixed: Prisoners coming back from an expedition were keeping their weapons/armors