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Update 1.3.0: General Update

Introducing the 1.3.0 Update for After the Collapse!

Hi there!

This new update brings a wealth of exciting new content and features to the post-apocalyptic wasteland of After the Collapse. Let's dive in and take a look at what's new!

[h2]Weapon Variants:[/h2]

This is the first step in introducing procedurally generated loot. This update introduces rare, modified weapons to the loot and trade tables. From armor piercing and shock ammo to elite rifles with boosted stats, the total number of weapons has been multiplied by about 8.



While there's still some work to be done (it'd be nice to have multiple modifiers per weapon), and while armors haven't been touched yet, it's still an important step toward more varied loot tables.

[h2]The Last Stand Rework:[/h2]



This old wave survival scenario was severely outdated when compared to the other ones, as it didn't take into account any of the most recent improvements to the underlying engine. As such, I rewrote the whole scenario, got rid of some of the most obvious exploits, and edited the events for a more seamless progression.



Now the scenario has its own world map, and there are no other main factions to help you. You still get 30 days to prepare with daily traders and recruits, but they'll stop coming in completely on day 30. You'll get lore messages at day 30, 40 and 50 introducing increasingly large and dangerous waves of infected, including the advanced zombies (found in the Act 3 of the main plot and in a late game quest-line in sandbox) at day 50. You'll get some supply traders (ammo and basic resources) on rare occasions after day 30.

Difficulty customization is no longer available for this scenario, and will increase over time instead. Expect zombies to start munching on your walls by day 60, assuming you're still alive by then.

[h2]Home Decoration:[/h2]

Due to popular demand, you can now add a little flair to your post-apocalyptic base! With the new Home Decoration technology, you can now unlock a variety of decorative items to spruce up your base. From fancy chairs, to decorative bookshelves, plants, carpets, and statues, there's something for everyone. All those assets come in an assortment of sizes and styles. Those items are not purely cosmetic, they also boost rooms' quality, improving morale.



Note that, after 6 years of R&D and advanced coding, you can now put an item on top of another, in this case a carpet under a furniture. I know, I can't believe it myself either! 😁

[h2]Other Changes:[/h2]

Of course, that's not all! This update brings with it a host of other improvements, balance changes, and bug fixes. Bandit hordes (and bandits in general) will now respect truces, even if they spawned before the truce was established. Wooden chairs are no longer a quick fix for improving room quality. Mob Spawners on both the world and local maps now feature some level of randomness, and the world map ones tend to pump out troops less often, giving players a bit of a breathing room.



Under the hood, this update brings code optimizations, new modding triggers and files, and general quality of life improvements. And a bunch of bugs have been squashed, from rare situational crashes to UI issues. After the Collapse should be running and load faster than before (not that it was really a problem to begin with).

Cheers!

[h2]Full Changelog[/h2]

Artificial Intelligence
  • Bandit hordes (on the world map) will no longer attack the player's assets if they are in a truce, even if the horde was launched before the truce.
Game Balance
  • Normal wooden chairs no longer improve room quality.
  • Most spawners (both on world and local maps) have some level of randomness in their spawn frequency.
  • World map spawners tend to spawn troops less often.
New Content
  • Added rare variants to all weapons, between 5 and 14 different variants depending on the weapon.
  • The Last Stand scenario was entirely reworked: new map, new events, and difficulty progression.
  • Added Home Decoration technology, unlocks a bunch of decorative items to make the base look prettier (requires metallurgy).
  • Added fancy-looking chairs, they are more expensive but improve room quality (4 colors).
  • Added decorative vases (4 colors)
  • Added decorative statues (dogs and big monsters, 5 variants total)
  • Added 2 sizes of decorative potted plants (8 variants total)
  • Added decorative barrels (3 variants)
  • Added 26 differently sized carpets of various colors and shapes, with 2 different alignements (tile or square centered)
  • Removed non functional 2x2 large table
Game Engine
  • Minor code optimizations: cavern generation should be a tad faster, optimized distance calculations.
  • It's now possible for items to be built on top of each other (like a table on top of a rug)
  • General code update and review
  • All translation files are encoded in UTF-8 now
Modding
  • Added new mod_weap folder containing possible ""mutators"" used for the procedural weapons
  • Spawner both on the world map and in local maps can both have some randomness in their frequency, and be delayed
  • Text Events can set/unset global variables, and as such, trigger other global/travel events
Graphics
  • Replaced sprites for the wooden chairs by better looking ones
  • Replaced fridge sprite by something better looking
  • Added green and red variants to the beds
  • Added 5 new table variants (4 wooden and 1 stone)
  • Added 2 wood shelves variants
  • Added one variant to the game table (checkers)
  • Changes and additions made to multiple objects used for map generation
User Interface
  • Ammo information shown in group selection menu.
Bug Fixes
  • Possible crash when Steamworks doesn't respond due to a network issue
  • Due to a (semi recent) typo in the code, bandits would mostly ignore truces with the player
  • The Job Manager screen would incorrectly show the ""Store Tile Content"" jobs for tiles not set to be retrieved
  • Moving a furniture around wouldn't update pathing map properly
  • Many of the issues associated with The Last Stand scenario (most of them were due to its old age) are resolved
  • Event and raid timers in some scenarios
  • Misc minor issues were fixed during the code review
  • Minor issues in the main story's lore entries
  • Escape key wouldn't close the ""Save / Load"" menu
  • Control+G(roup key) would not work properly if somebody is selected and was part of the existing group