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After the Collapse News

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

Faction Warfare: Hotpatch 2-4

Here's another small hot-patch for the Faction Warfare update.

As usual with my hot-patches, It's entirely compatible with the previous version.

It's fixing an annoying bug where your settlers and turrets wouldn't recognize other factions as hostile during a faction raid under some conditions (thanks for the report). It's also adding a few "quality of life" options to the game settings.

[h2]Changelog[/h2]
  • UI: Added "Gameplay" tab to game settings to change "center camera", "pause" and "game speed" options when an event occurs
  • UI: Moved relevant settings (zone and research popup) to the gameplay tab
  • Fixed: Turrets & settlers not always properly recognizing raids from hostile factions as hostile
  • Fixed: User interface not always properly tagging enemy faction raiders as hostile
  • Fixed: Some missing sentences in the french translation
  • Fixed: Issue when loading savegames when the zoom is min/maxed out (unforeseen float rounding issue)
  • Fixed: Loading savegame on a freshly launched game could cause settlers to "jump around" tiles on the surface world
  • Fixed: (modding) WorldMapTraveGroupSizeModifier on Tech wasn't doing anything

Faction Warfare: Hotpatch 1

Here is a small hot-patch fixing issues you've been reporting in the last few weeks.

Firstly, the problem where a settler would disappear when given orders while they are using a stair should be fixed for good. As it's a very elusive bug, I added a fail-safe just in case: if the bug is still present (and I really doubt it), the game will automatically fix it when you save or switch to combat mode and leave a note telling you it did. Please, make sure to still report it when it happens.

Secondly, settlers should be much better at selecting which "need" they need to satisfy first. Hunger and Thirst when very high will take the priority over sleep and other "non lethal" needs. Assuming a settler has all their needs maxed, or close to, it will eat / drink before going to sleep now. This should prevent settlers from dying of hunger during their sleep and make, on average, recovery from a bad situation a tad easier.

There are a few more balance and fixes in the change-log below.

Note:

My internet connection has been very unreliable in the last few days. To a point that I am currently forced to use my (capped) mobile internet to upload this build and write this very post. I suspect it somehow has something to do with everyone in my country using way more internet than usual due to the Covid-19 outbreak. Point is, I might not be as responsive to threads and queries as I usually am. Don't worry, I'll still address any problem, question or suggestion, it just might take a bit more time.


[h2]Changelog[/h2]
  • AI: Settlers are better at selecting which need to satisfy first (hunger & thirst now take the priority over fun, sleep and sickness)
  • Balance: People who are sleeping have their hunger and thirst needs grow a bit more slowly
  • Balance: Farms take less time to get ready (divided time needed to "build a tile" by 2)
  • Fixed: AI logic issue which could prevent a farmer from building a farm tile as he keeps getting interrupted by needs
  • Fixed: By night, sleep would override other needs even when those are more urgent to deal with
  • Fixed: Giving orders from the one map layer to the other was unreliable (it was checking collisions for the wrong layer)
  • Fixed: A case where loading an old savegame, under specific conditions and from the start menu, could crash the game (couldn't reproduce, but got a report)
  • Fixed: Rare issue where a settler could disappear while using stairs if they get interrupted by another order
  • Fixed: Rare issue where a settler could duplicate itself (this bug and the one above are technically the same and trigger under the same set of conditions)

Faction Warfare Update

Here is the last major update for our 0.6 branch, introducing the faction warfare system!

While the previous update added the ability for you to claim resource production centers on the map, this one is doing the same for other factions. It's introducing numerous new late game systems while balancing the economy. I also included a few community requested features, for good measure. As usual, the following article is going to detail the main new features and changes. You can find the full change-log at the bottom. Let's dive in!

[h2]Faction Warfare[/h2]
As the name implies, the other in-game factions woke up from their slumber and can take control of production centers. After a few in-game weeks (so you don't have to rush toward it either), they will start to build up strength and gradually take over nearby production centers. Generally speaking, factions will avoid confrontation with each other unless there's nothing left for them to grab in their sphere of influence. As such, you don't have really to worry about them attacking you until you're ready. I added a bunch of help menus and screens to explain the system organically. But, still, here's a quick summary.



Each faction has a bunch of variables defining how aggressive it is, how quickly it growths, if it's going to mass troops or just spam small groups. It's not yet visible in the user interface, but their description tends to be accurate. They will try to expand as much as they can without interfering with anyone else's business. When it's not possible anymore, factions who are neutral or hostile to you (or other groups) might declare war on you and send a squad against one of your production centers. Once locked into a war, you can't buy your way to peace for a whole week, but they might still offer peace beforehand.

Friendly factions (+50 rep) will never attack you. You might want to look at the rest of this article before thinking that you can stay safe forever, though.

That being said, you can defend yourself. Productions centers under your control can be fortified from the world map. And you can take the war to other factions by attacking their settlements. Again, attacking a location under someone else's control is a declaration of war, and you won't be able to make peace for seven days.

[h2]Abominations[/h2]
This is, again, very late game content. Once the faction warfare has been up and running for a few weeks, there's a chance for a specific world event to trigger. You'll be warned, and get a specific help popup when it happens.



Simply put, a new faction will appear on the map, it will be overpowered and hostile to everyone else. They will relentlessly attack other factions' settlements (yours included) and periodically send raids against your base. The only way to get rid of them is to send a very well armed raiding party against their "nest". Even with top of the line weapons and armors, you'll have to send multiple groups to their death, or wait for their forces to deplete.



Due to time constraints, those are fairly basic monsters for now. I'll gradually make them more interesting and unique over time in both layers (world map and base level).

[h2]Balance[/h2]
I spent some time balancing various aspects of the game to make sure that the late game isn't as trivial as before. The main problem, in my opinion, is that money was incredibly easy to generate due to merchants being way too generous. From now on, merchants will buy stuff at 40-50% of the value, down from 80%. That alone, coupled with the fact that you'll have to keep other factions happy and still reinforce your settlements, makes money a much rarer commodity. To make that a bit more fair, requesting caravans no longer cost reputation points.



Also, farms require less water, and cattle needs much less wheat to live, but starving cattle can no longer get pregnant. Generally speaking, they will spam less jobs, leaving room for your settlers to do other stuff. Random caches and loot you can find when you have an expedition running is also much less likely to contain tons of rare weapons/armors.

Oh, and taking over production centers now requires the "Logistics" tech which is just after radio in the exploration tree. It's to prevent you from bum rushing production centers before both you and the AI are ready, and it'll also display a relevant help screen.

[h2]User Interface[/h2]
Nothing major, mostly stuff you've been requesting. There's a new "mail" icon under the game-log, clicking it will open a menu displaying the last 100 messages. I also added a specific right-click menu for "seed" type items showing what they do, the plant's health and stats. Basically now every single inventory item can be right-clicked for proper contextual information. The expedition menu, when selecting settlers will also show their equipment, making the process a lot less cumbersome.



Oh, last but not least, the save/load menu takes much, much less time to show up now. It no longer load all the screenshots in advance, which was causing the delay when you have many save-games.

[h2]Events[/h2]
Outside of the "abominations" related event, there are two new ones to shake up the late game a bit.

Firstly, factions can get a leadership change. It will change the leader's portrait, but more importantly, it will reset your relation with said faction to neutral. Which means that buying your security is no longer a 100% sure fire way to avoid conflict. On the other hand, it doesn't discriminate, it might very well make a very hostile faction neutral toward you.



Secondly, occasionally, prisoners might escape from another faction's base and demand asylum. There are a few ways to play that one out. You can send the prisoners back for money or reputation, while accepting them might either cost you reputation or even cause a war.

[h2]Bug Fixes & Misc[/h2]
There were very few bugs to fix for once which is kind of a good thing. I still found a couple possible crashes (generally very specific ones), and a few behavioral problems. Namely, I found 2 cases where a settler wouldn't properly assign themselves a job or couldn't properly queue a nearby one. It should be making people a bit more productive. The rest is mostly cosmetic stuff. However, due to the size of this update and it's nature (late game content), I fully expect you to find new and interesting bugs, especially when it comes to the factions and events. As usual, those will be fixed via hot-patches.

Another massively important feature, at least on an engine level, is that we can now run multiple events simultaneously. In practice, it means that you can ask multiple factions to send you trade caravans at the same time. Also, the game is no longer waiting for a particular event to finish before firing another, as such a trade caravan might be attacked by wildlife, or you might get 2 raids near simultaneously.

Don't worry, the usual limiters apply, so you shouldn't get overwhelmed, especially in the early game.

[h2]Save Compatibility[/h2]
Well, yes, it's technically compatible with the previous version. By that, I mean that the game won't crash & burn the second you try to load an old save. That being said, it also means that every single faction will have the exact same behavior. Changes in the tech tree and general pacing might make some features and feedback a bit confusing as well. If your save had an event running, that event will most likely be a bit buggy, but it shouldn't impact the game much as far as I can tell.

On a related note, adding/modifying events or changing a crafting station's recipes no longer requires a new save or to destroy/rebuild the station for those changes to apply. Those were recurrent problems when updating the game. It doesn't mean that I'm not going to kill old save-games in major future updates, but it'll make the transition less annoying for those updates that don't technically need to restart the game from scratch.

[h2]Personal Notes[/h2]
To be honest, writing this whole faction warfare layer has been a real pain, and testing it properly takes ages (to a point that I'm sure I missed some issues). Still, I'm done writing the whole interface/system. From a gameplay perspective, it's still a bit basic, especially on the diplomatic front, as I couldn't fit everything I wanted in there without delaying this update much further. But, improving upon the current system, adding new events and behaviors is now quite easy. As such, you can be sure that I will continue improving it in parallel to writing the new 0.7 branch.

That being said, outside of the ability to manually control your raids (which is still planned, don't worry, there's still a few more things to finish first), this 0.6 branch should give you a decent idea of the final product. It's technically 70% base building, 30% faction warfare in the endgame. With a bit of imagination, you can see where I'm going with that. Assuming you'd enable "story mode" in the final product, you would have to conquer and maintain specific locations on the map, pacify other factions, and build some high level, high demand building to get you out of this hell-hole.

Another interesting thing I noticed while writing this update, is that my engine is perfectly able to handle the addition of removal of factions "on the fly". So while it's not yet possible to just invade the main base of other factions, it's something I will be able to add in the future. Heck, we could even have (occasionally) purely procedurally generated factions showing up under specific conditions.

[h2]Note to Regulars & Early Followers[/h2]
One of my early promises was to allow you to manually control your raiding parties. And given this 0.6 branch's focus, it's fair that most of you would have expected that feature to be included here. Yet, it's not there. Let me explain why.

There's no technical problem preventing me from adding this feature. The game is perfectly able to "add another scene where the player is locked in combat mode in a specific map", well it's not like it's a "switch" I'm purposefully disabling either. Code needs to be written and all that, but it's not a show stopper. The problem is two fold. Firstly the map generator is still extremely basic. Sure, I could send you in a map and do that stuff, but that would be yet another roads + buildings map you've seen over and over again, despite supposedly being in a mine, a farm or a commercial center. Secondly, the combat AI is currently absolutely terrible. I mean, it's serviceable enough in the context of a base builder (and even then, it's still way too easy to exploit or make it bug out), but in what would amount to an active pause "xcom-like" game, where you don't have to worry about anything else but the combat itself, there's no way a semi-decent player could lose.

If I was going to enable this feature now, it would mean that most players would always win any encounter unless I was going to spam dozens of enemies, wrecking the balance in the process. Also such a major feature would be made public with extremely underwhelming maps. It would completely negate any hype or following I got making it public in the first place, and no amount of post announcement updates would fix the damage. And as much as I love all of you, adding another "not yet ready for prime time" feature would cost me big time.

Let me finish 0.7 first, to make the base building part really interesting, and then 0.8 will be (partly) dedicated to the procedural map generation and combat AI stuff so I can add this feature properly. I know, it's barely believable for a "steam dev" to know what they are doing, but I do actually have a plan and a road-map!

[h2]Full Change-log[/h2]
  • AI: Factions, after a few weeks, will start to grow and claim territories on the map
  • AI: Each main faction has its own settings and behaviors (mutants are more aggressive, federation is more passive, and so on).
  • AI: Active factions have the ability to reinforce their own locations with more troops
  • AI: Factions can declare war on each other (and make peace)
  • AI: Combat AI is better at deciding what to do when equipped with melee weapons
  • Balance: Natural tree growth makes for less dense forests (was technically included in previous hotpatch, it's just a refined formula)
  • Balance: Most traders will buy your products for a smaller fraction of their price than before (70-80% down to 40-50%)
  • Balance: Requesting caravans from other factions no longer cost reputation points (it still need to be positive, though)
  • Balance: Random loot found during expeditions' "travel" less likely to contain multiple counts of rare and expensive weaponry/items
  • Balance: Starving cattle can no longer get pregnant, to prevent an exploit allowing to manage a pasture with next to no fodder
  • Balance: Wheat is more nutritious, making cattle farms less of a hassle to maintain
  • Balance: Taking over production centers require a new technology now (Exploration => Radio => Logistics)
  • Balance: Offensive expeditions are slightly more difficult
  • Balance: Farms require water 20% less frequently
  • Content: New world event: Invasion from mutated monsters (late game content: new hostile faction, difficult)
  • Content: New world event: Faction leadership change (change leader portrait, reset relation with player)
  • Content: New local event: Escaped prisoners (several variants)
  • Content: Added tomato seeds, plants and food recipes
  • Content: Farms on the world map no longer all produce the same stuff (potatoes, tomatoes...)
  • Content: Locations under your control can be reinforced (with money) so they can deal with potential attacks
  • Content: You can request caravans from multiple factions at the same time
  • Content: Factions who've just attacked you (or who you've attacked) will refuse bribes for a few days
  • Content: Added cold weather (plants need less water but get minor health damage. people walk slower and need more food)
  • Content: Hostile occupants of the underground bunkers have their own passive faction so they are no longer tagged as "fauna"
  • Content: Mutated monsters drop valuable remains
  • Engine: Overhauled how the event manager works, allowing simultaneous events
  • Engine: Updating a crafting station's recipes (in a new update) no longer require the player to rebuild said station
  • Graphics: Pigs & sheeps got their own footprints instead of using the human ones
  • Graphics: Gave some of the faction flags a small makeover
  • Graphics: Couple more updated sprites (items mostly)
  • UI: The item list at the top of the screen contains more items (from 5 to 7)
  • UI: Save/Load menu takes
  • much* less time to show up but the savegames' screenshots only appear when selected
  • UI: Added load screen with random tips when loading savegames
  • UI: Gamelog can show more entries at the same time (from 5 to 8)
  • UI: Added button below the gamelog displaying a scrollable menu with the last 100 messages
  • UI: You can queue the building of multiple zones by keeping [shift] pressed while placing them
  • UI: Added weather info to the bottom menu
  • UI: Settler selector for expeditions show weapons & armors
  • UI: Added right click menu for seeds to all panels (as with all other items, it displays the detailed info)
  • UI: Max game speed increased to x3 (from x2.5)
  • UI: Added ability to sort the settlers by arrival date in the population menu. Under "Sort: Misc"
  • Fixed: Destroying a stair doesn't remove the part in the other map layer
  • Fixed: Expedition menu's summary would show the focus and other irrelevant info when the expedition type isn't loot
  • Fixed: Possible crash in the game log (never occured as far as I know, but a bug is a bug)
  • Fixed: Farm related jobs wouldn't check if the settler is in the correct scene (occasionally causing settlers who are above ground to do stuff in the layer below)
  • Fixed: Some events in the game log weren't clickable but should have been
  • Fixed: Double clicking on the save/load menu was acting a bit weird
  • Fixed: Wild animals wouldn't attack nearby people on their own
  • Fixed: Uncommon bug causing a settler to temporarily "freeze" over a tile containing items
  • Fixed: A couple cases where a settler would fail to properly pick up a job (settlers should work a bit more efficiently)
  • Fixed: Completely filling a pasture or safe zone with walls would cause a crash

After The Collapse: 0.7x Roadmap

With the 0.6 branch nearly complete, I think it's a great time to talk about our next 0.7 branch :)

As usual with those road-map type posts, everything I write here is to be taken with a grain of salt. The general goal will stay the same, but the implementation details may vary. I may delay some of it, I might add completely unrelated things, and so on. Also, do not forget that the following post explains what 0.7.x will look like at the end of that cycle, 0.7.0 itself will just pave the way for those features to be included. And as usual, I'm skipping the usual "raw content" (more stuff to build), UI improvements and bug fixes.

With that out of the way, let's dive in! :)

(source article on the official website)

[h2]Quick 0.6 Recap[/h2]
So, the goal  in 0.6 was to fully integrate the world map, add factions, the ability to loot locations, take control of production centers and have said factions fight for control of the city. Most of that has been achieved. The next update, available in a couple weeks, should complete that cycle. Sure, the strategic layer is super limited right now, but all the elements are there. While it took much longer than planned to develop, 0.6 improved the UI and stability tenfold. That's less time I would have otherwise been spent in 0.9. I know I'm partial, but I really think that the 0.6 branch is where ATC moved away from being a very "niche" and rough game to a proper base builder with it's own identity.

[h2]Global 0.7 Goals[/h2]
While 0.6 was mostly about the macro elements, 0.7 is going to focus on your settlers themselves. The general idea is to add a more detailed medical/health system, make the settlers interact with each other, add trainable animals, make moods less binary, add procedurally generated illnesses, and so on. In a way, 0.6 added more raw content, more or less in a linear way. 0.7 will try to widen your options and give you something to do when waiting for a tech or a mission to get done.

[h3]Settler to Settler interactions[/h3]
So far, settlers have mostly been automatons who aren't really interacting with each other. My engine is missing a framework allowing 2 or more settlers to exchange information or "run code" on each other. Sure, we have the hospital zone where a doctor can indeed interact with a patient, but it's made in a way that is really impractical and can't really be ported to do something else. Well, one of the main goal in 0.7 is to address just that.

It will start small, with settlers stopping a few seconds to discuss with each other (giving mood +/- modifiers) and adding a network of friendships in the process. But, the principle goes far beyond that simple example. Many of the planned features rely in a way or another on that system.

[h3]Improved Mood System[/h3]
In the current system, settlers are prone to violent mood swings. Remove a bed too many and it's the apocalypse, give them a decent meal, and they are in heaven. And, as much as I hate to use the word "realistic" when it comes to describe game systems, in this particular case, we need something a tad more realistic. The main issue here is that changes are immediate: eat good food, poof, +20 mood for 10 minutes.

Instead, I think it would be more interesting to make the changes gradual. Our example food would still have the same stats but, instead of immediately making the settler's mood gauge go up by 20 points, it would make the mood increase gradually until it reaches that value. This way, assuming someone is very happy for various reasons, no matter what horror might come next, it'll take some time for them to really get depressed. And ofc, the opposite is true too.

It has interesting implications. Firstly, the "happy" and "depressed" traits would no longer be running for a fixed duration. Instead they would just stay active while someone's mood is above or below given thresholds. I could even start implementing specific behaviors whenever happiness gets critical for too long. Secondly, the speed at which mood improves or get worse can be decoupled and vary on an individual basis. An "iron willed" settler could have their mood worsen at a very slow rate, while positive changes would be applied faster.

On average, the happiness system should become less "random". Settlers will also get their own personalities instead of being carbon copies. Lastly, with violent mood swings eradicated, I can toy with that system a lot more without being at a constant risk of making the game impossible to play.

[h3]Pets and Animal Taming[/h3]
Dogs and tamed spiders ftw! Basically.

Well, there's a bit more to it, of course. And it's part of the interaction system discussed above (works for animals). You'll be able to acquire dogs (and later, other animals) through the usual means, which, in turn, your settlers can breed and adopt (or, well, eat, if you're that kind of person). Pets will follow their owners around, provide some bonus happiness, and depending on their data, will try to defend them against attackers.

Additionally, some wild creatures might also become tamable. While i'm not entirely set on the "how" exactly, the general idea to give the ability to tag an animal with a "tame" job. An animal handler will then try to approach it with some food. If everything goes well, they'll go back home together and the animal will be put in a specific pasture for further training. If anything goes badly, the animal will go back to a feral state and attack whoever is nearby. Assuming everything works, it'll be treated as a pet which can be adopted the same way dogs can.

[h3]Better Medical System[/h3]
I'm not very interested in adding a detailed system to handle localized damages and all that organ transplant stuff. Rimworld already does it better than I can hope for. However, I'm very interested in adding proper illnesses, procedurally generated ones to be precise. It's not that difficult on a technical level. Pick a transmission method, a list of traits/modifiers for each stage of the disease, a few additional variables to determine its spread rate, lethality, resistance to antibiotics and so on. Add a random name generator on top of it and you get your disease.  Well, of course, it has to be implemented in code, but it's not really a far fetched principle.

Of course, while some illnesses might go away on their own, others might not. And you'd need a way to find a cure. Here again, it would be created dynamically, more or less the same way you conduct research. Infected patients go to the hospital, doctors take samples for analysis until they can find a cure, which can be produced assuming you have the necessary components.

[h3]Non Lethal Combat and Prisoners[/h3]
Well, it's self explanatory. Still, out of everything listed, this feature is going to be the most difficult to implement.

It should be possible, especially with melee and pipe weapons, to have combatants falling unconscious instead of straight up dying. With that in mind, they could be made prisoners and healed by a doctor. Once back on their feet, prisoners could either be freed/sold for reputation/money or used as a cheap labor force, under the supervision of guards. This addition should give the player opportunities to play the game in different ways (standard colony, raiders, prison).

It would also be interesting if raiders were using the same methods, and were able to capture some of your settlers for a ransom. That, it's going to be a tad more difficult to implement, but it's an idea worth exploring.

[h2]Developer's Notes[/h2]
Of course, I might experiment with other, unrelated systems. I'd like to overhaul tree growth, especially as fire handling is planned down the line. Adding the much requested roofs would be nice as well, so we can start working on that radiation stuff. Of course, I'll need to update some parts of the UI to deal with prisoners and animals. I also need to do something about this bad looking rain and fog at some point. And, as usual, I will take your suggestions and input into consideration.

Anyway, I do not expect any major roadblock. With 0.6, I was pretty much adding a game within the game. Also, a lot of issues, inherited from previous versions, had to be fixed. Here, the feature set is mostly expanding on existing content. As such, I expect 0.7.x to be done in a much shorter time-frame.

That's all for now. 0.6.12 should be available in a couple weeks. After that we'll start discussing those individual features in more details.

Thanks to all those who've been supporting the game so far!