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After the Collapse News

0.7.3: Critter Overload Update!

Here is a new massive content update for our 0.7 branch! It's introducing the ability to tame many of the wild creatures you can encounter in-game. It's also adding many new ones ranging from chickens to giant scorpions while allowing to exploit your cattle for other things than food production (like shearing for wool, collecting eggs, and so on).

As usual, I'm only going over the major new features and changes. There are plenty more modding, UI and balance improvements you can find in the full change-log at the bottom of this very article.

[h2]Interactions with cattle[/h2]

Until now, the only thing you could do with your cattle was to butcher it for food and collect a few additional resources on top depending on the species. Not anymore! Most animals are now small factories on legs. Chicken will drop eggs, your sheep can be sheared for wool, cows will give milk on a regular basis.



The system might look a bit cumbersome with a large animal population, but don't worry we added a few menus to handle cattle and settlers. We'll get to those further down.

[h2]Grow and tame wild animals[/h2]

I added a new technology to research: "Animal Care" (located after Medicine). Once completed, most wild creatures will get a chance to drop eggs when defeated. Additionally, you'll be able to construct two new buildings.



The first building is a simple container for those live eggs. The second building is an Animal Nursery. This is where you can grow those eggs into tamed versions of the defeated foes. Depending on the species, the fully grown creature can be used as cattle or as a pet (or both).

[h2]Scorpions, Nests, Events[/h2]

On top of the new peaceful animals, hostiles scorpions of various sizes and types have been added to the game. You'll find the smaller and fairly harmless ones in infested houses, caverns and sewers. Much larger and poisonous ones will appear during raid/migration events. Yes, poisonous! This is a new temporary health damaging effect, for which a cure can be researched at a medical station with the remains of a scorpion.

[previewyoutube][/previewyoutube]

Then, we have the Queen Scorpion, a rare, late game, event which we won't illustrate in this article. She is our first boss-type enemy. She is extremely deadly and has more that one trick up her sleeve. Granted you have the proper tech and you manage to kill her, you'll receive an egg to make a copy of herself.

[previewyoutube][/previewyoutube]

Additionally, we're introducing the concept of nests. Simply put, those will spawn (within limits) creatures while will patrol the location around it. For now, nests can appear in two ways: in a new low probability building, or when removing a very large boulder (5% chance). Nests can be removed by shooting at them or razing them. You can also potentially use them as a fairly manageable hunting ground.

[h2]Colony Manager[/h2]

I'm also introducing the new Colony Manager in this update. It's a menu replacing the old "faction/communication" menu and which is containing a few handy new features.



You are, of course, still able to discuss with other factions from this menu. But, on top of that, you can now select which jobs settlers can and cannot do based on their skill and the amount of people you want available. You can also use those settings as presets for new arrivals, so you don't have to review them individually if you don't want to.



In the same spirit and with the ability to use many tamed animal species as "factories", the colony manager also allows you to setup what you want to produce for each category in bulk. Making the whole process much easier to manage.

This is only the beginning regarding the Colony Manager, the menus will get standardized, and I will add new features in future updates.

[h2]Save Compatibility[/h2]

This is technically compatible with 0.7.2 save-games. However, some of the main features won't be active until you start a new game:
  • Existing giant animals won't spawn eggs no matter if you have the "animal care" tech or not
  • None of the new events will occur (scorpions, queen scorpion, good/bad news)
  • Critter nests won't spawn


[h2]General Notes[/h2]

This is a very. large. update. Hopefully, it's as bug free as possible (at least on the "critical" bug level). I've tested the version as much as possible, but we're way past the point where it was still possible to fully play-test all the features and all their combinations. No worries, we'll tackle any new issue in a timely manner through hot-patches, as usual :)

[h2]Full Changelog[/h2]
  • AI: Fauna idles more often, giving a more natural movement pattern
  • AI: Red spiders can attack with both melee and ranged (instead of just ranged)
  • AI: Brawls between survivors are more likely to occur when their mood is low
  • Balance: Moods increase/decrease very slightly faster
  • Balance: Reduced health of wooden fence (250->150, as it was way too sturdy)
  • Balance: Toned down unhappiness for pet and friend's death a bit
  • Balance: Some low risk raids no longer trigger on very large bases (to avoid cases where 3 tribals would attack a 20 ppl strong base)
  • Balance: Reduced the occurrence of medical traits (one eyed/handed and so on) on settler spawn
  • Balance: Slightly increased bullet speed of most ranged weapons
  • Content: Added Animal Care to tech tree (after medical), unlocks the ability for hostile mobs to drop eggs, the ability to store and grow said eggs as exotic pets
  • Content: New Animal Nursery building (unlocked by animal care) to grow eggs into tamed animals
  • Content: New Egg container building (unlocked by animal care) to store eggs waiting to be grown.
  • Content: Giant scorpions, spiders and crabs can be "adopted" this way, some work as cattle, others as pets
  • Content: Sheep can be sheared to retrieve wool without the need to kill them
  • Content: Added cows who can be milked to make cheese or butchered for food
  • Content: Added chickens who can produce eggs to make omelettes
  • Content: Added new recipes to basic and electric kitchens
  • Content: Cheese gives a temporary "bad breath" trait (lower social)
  • Content: Omelettes and Cooked meals give a temporary "Well fed" trait (small stats boost)
  • Content: New "Golden Scorpion" small and giant mobs (melee, poison damage)
  • Content: New "Black Scorpion" small and giant mobs (melee/ranged poison damage)
  • Content: New "Scorpion Queen" mob, spawn smaller scorpions around her
  • Content: More critter variety in infested buildings
  • Content: Various poison effects (gradually increases sickness and/or decrease health)
  • Content: Scorpions drop poison that can be sold or made into a cure at the medical station
  • Content: New creature nest object can spawn during map generation or during an event. It will generate animals guarding it.
  • Content: Boulders (2x2 rocks) have a 5% chance to uncover a scorpion or spider nest when removed
  • Content: Added a few "mood modifier" events
  • Content: Several new "invasion" events with the new mobs (early, mid, late-game events)
  • Engine: Animals having specific names for males are females (bull/cow) can be named accordingly now
  • Engine: Tamed animals/cattle can be interacted with to produce resources
  • Graphics: Replaced the various "pipe weapon" sprites (and their associated techs) by much better looking ones
  • Modding: Doctors will consider medical traits (missing eye/hand and so on) as things to fix, technically making artificial limbs a possibly moddable feature
  • Modding: Added "FactoryMale" and "FactoryFemale" info to RaceData files (works the same as with clutter, allows settlers to produce stuff from animals)
  • Modding: Added "CoolDownDuration" field to "Factory" info. Used to force the factory to "pause" for this amount of time in between completed recipes
  • Modding: Added the ability to use frame animations for npc (like we have for clutter)
  • Modding: Added ability for clutter to spawn another one on removal (look at data/clutter/pcg_rocklarge)
  • Modding: Added ability for clutter and npc to spawn more npc (look at data/clutter/nest_* files)
  • Modding: Added the ability for specific building to spawn specific npc/mobs instead of the generic ones
  • Modding: Turrets (invisible for now) can be put on NPC (look at npc/mother_scorpion file)
  • Modding: Turrets can specify their own load-out without the need to rely on the equiplist (look at npc/mother_scorpion file)
  • Modding: Added "DropOnDeathChance" and "DropOnDeathTech" to traits (to give a probability and tech requirement for DropOnDeath to occur)
  • Modding: The game will now accept mods with PNG files without the need to convert them to XNB. The option is still given to further optimize the mod (By Alex)
  • ProcGen: Added rare "infested house" building, spawn with spider nests
  • UI: The game log will properly display the cause of death when someone is killed by a health damaging trait (blood loss and so on)
  • UI: Increased game log "memory" from 100 to 200 items
  • UI: New "Colony Management" menu, replacing the "Faction" menu
  • UI: Colony Manager: Job overview / ability to apply job templates to settlers and new arrivals
  • UI: Colony Manager: Radio communication with other factions done from this menu
  • UI: Colony Manager: Ability to set default jobs for your cattle
  • UI: Added a "Stats" menu to the pause screen, showing all steam achievements status (Steam only) (By Alex)
  • Fixed: Some cases where the settler using a factory wouldn't automatically pickup the output
  • Fixed: Attack job was forcing the agent to turn toward target, even when moving, resulting in jittery animations
  • Fixed: Giant spiders were missing proper animations for melee and ranged combat (we're about to replace them with something professionally made anyway)
  • Fixed: Right clicking on the artifact slot would open the headgear item info panel instead
  • Fixed: Pressing the previous button when selecting a skin for a furniture wasn't working as expected
  • Fixed: Robots would count toward the amount of beds required
  • Fixed: Turrets with explosive weapons wouldn't take weapons "Min Range" into account, and would occasionally blow themselves up
  • Fixed: On slower machines, if you rush toward loading a game, before the initial background game loading is finished, the game might crash
  • Fixed: Settlers would occasionally pick a door as a valid location to work or use some furniture, causing their position to reset every few seconds
  • Fixed: Some cases where clicking a close button would open the menu for whichever item was under the button
  • Fixed: Fissures and cracks on the ground weren't tagged as "removable"


0.7.2 Release : Hot-patches 1 to 3

This is kind of an emergency patch. Apparently, 0.7.1 broke the tutorial at some point, and I really can't leave the game without a tutorial so here's the fix. Our apologies for the issue.

Normally this patch should have been much larger (and should have been released later as well), but here we are. Expect a follow up patch before the end of the week. As usual refer to the change-log for the full overview.

As usual with hot-patches, save-games from 0.7.0 and 0.7.1 are compatible with this patch.

[h2]Changelog[/h2]
  • AI: When told to equip a new weapon, settlers will immediately try to grab ammo as well
  • Balance: In the start menu, increased equipment points from 2000 to 2500 to take some price changes into account
  • UI: Added confirmation menu when recalling settlers from expeditions or abandonning a production center
  • UI: Added proper right-click info panel for artifacts
  • Fixed: 0.7.1 broke the tutorial by accident, it's now fixed
  • Fixed: In the settler info panel, under some condition, the weapon slot couldn't be clicked
  • Fixed: The price of fabric would clash with the price of its component (cotton). Increased first, decreased second.
  • Fixed: Loot button (on player owned production centers) was clickable when an expedition was already running
  • Fixed: Settlers would unequip artifacts when loading a savegame
  • Fixed: (modding) new NPC wouldn't equip artifacts
  • Fixed: Missing achievements
  • Fixed: MP5 and assault rifle in the starting equipement menu were the "innate" versions (which don't use ammo and can't be unequipped)
  • Fixed: MultiSelection menu (in combat mode) wouldn't update itself when a settler is shift+clicked to be added/removed
  • Fixed: MultiSelection menu wouldn't update the health information of settlers in real time
  • Fixed: MultiSelection menu wouldn't appear or close itself properly when clicking specific buttons or (de)selecting people in combat mode
  • Fixed: Pressing the "select all military units" button/shortcut wouldn't open the MultiSelection menu.
  • Fixed: Robots and vehicles could still get the hot, sick, infected, blood loss, lacerations (and so on) effects. No more robots in your med bay.
  • Fixed: Crazed robots would ignore shamblers, tribals and other fauna (they now have their own faction, new game only)
  • Fixed: Keyboard shortcut to increase game speed was capped at 2.5 instead of 3
  • Fixed: Weapon/Armor duplication glitch when ordering multiple people to equip something simultaneously
  • Fixed: Weapons' "Rate of Fire" wouldn't take game speed into account
  • Fixed: Some help tooltips would keep appearing no matter if you click "never show again" or not
  • Fixed: Some issues when changing weapons/armors from the settler info panel
  • Fixed: When controlling multiple production centers of the same type, assuming the game isn't restarted between supply drops, the player would receive exponentially more resources
  • Fixed: Problem when designing robots, costing exponentially more resource. (same root cause as above)
  • Fixed: Some characters in the french version were causing issues in the menus

After The Collapse 0.7.2 Released

Hi there!

As promised, and by popular demand, here is the absolutely fascinating ROOF UPDATE, which I will now proceed to explain in great details. There's also a few new features like proper tombs for your settlers. As usual you can find the full change-log at the end of this very article.

[h2]Roofs[/h2]
So, we've added roofs. They can be built anywhere on the surface (1 wood per tile) to protect your settlers from the weather. You can of course also remove the roofs, but the wood is lost. You'll find both options in the zone/room menu. The underground, by definition doesn't need roofs. Because, you know, it's underground.



In practice, what does it change?

Well, things like solar panels and water collectors won't work under a roof. Farms can, but most plants will require a grow lamp nearby. Things and settlers under a roof are not affected by weather effect. For instance, the dreaded acid rain will not kill your crops and make your settlers sick while they are under a roof. Additionally, most rooms (barracks, dining rooms, bedrooms, break room, hospitals) need to be under a roof for them to function properly.

If you start a new game with 0.7.2, buildings on the map come with a roof. If you're continuing a game from 0.7.1, you'll have to build your own, and rather quickly because all your rooms are likely to be missing a roof. Sorry about that.

[h2]Weather[/h2]
I wouldn't normally go over what is mostly a graphical feature, but given how better it looks now, I couldn't resist.

The main issue when adding roofs was for the rain not to appear in roofed areas. As you might remember, our "rain effect" was an extremely crude animated texture put over the screen. It was ugly and make it not show over specific parts of the screen pretty much impossible.



So, I rewrote the system entirely. Rain is now dynamic, with water droplets falling on the ground (in the open only). Note that the screenshots do not do it justice, it looks much better when in game. Interestingly, now there's a visible difference between a light rain and a heavy storm.

[h2]Graves and Mourning[/h2]
You can now build proper graves for your settlers (and enemies if you wish). It gives the ability for your (still breathing) settlers to occasionally visit the tombs of their dead friends for a temporary morale boost.



Settlers will only visit the tomb of someone they had a strong opinion about (be it a friend or a foe). It's not cutting down on their productivity as they'll only visit a tomb when they'd normally take a break.

As with pretty much any other in-game feature, tombs are fully moddable, and while the game currently offers just one individual tomb giving a mild happiness boost, it's perfectly possible to add "better" tombs giving better boosts or mass graves having an opposite effect.

[h2]Modding[/h2]

Speaking of modding, Alex has been hard at work adding an in-game mod editor. Currently, it cannot edit every single file type yet, but it will be gradually improved upon in the coming months. It also allows you to test your changes in a live game without having to restart the game each time you edit something.

I've also added several new features. Notably, traits can give constant damage or healing now (well by constant I mean every 5 seconds). Animals kids can have a different size than their parents, and weather effects can be tagged as "dangerous" to tell the engine that the settlers should favor pathing through roofed areas whenever possible.

[h2]Misc Improvements[/h2]
I've also included a bunch of requested features, like keyboard shortcuts to center on the selected item, and to center on the last event in the log. More importantly, and note that this is still a tad experimental, most menus (factories, doors, research and so on...) can now be opened even when you're in combat mode. You no longer have to switch in and out just to lock your gate.

Alex has also been adding a bunch of new Steam Achievements. More will come gradually.

And of course there are a bunch of smaller improvements, UI/balance tweaks and fixes based on your feedback. Refer to the change-log for a complete list.

[h2]Save-game Compatibility[/h2]
This version should be fully compatible with 0.7 and 0.7.1 save-games. The only issue is that if you continue from a previous save-game, you will have to build a lot of roofs before your settlers start complaining.

[h2]What's Next?[/h2]
With the roofs finally out of the way, we'll be resuming our schedule. Next on the menu will be wild animal taming and the ability to interact with your cattle in "non lethal" ways, like milking cow, shearing the wool from a sheep, and so on.

We'll also start implementing a new "Colony" menu where you'll be able to set general rules and laws for your settlement. This is also likely where I will be adding a few useful features like the ability to automatically set jobs/skills based on your parameters in the future.

Then, in a few updates, we'll be adding non lethal combat and the ability to take prisoners.

[h2]Full Change-log[/h2]
  • AI: Settlers will try to avoid tiles without a roof during acid rains
  • AI: Settlers whose friend(s) are dead and buried in a proper tomb will occasionally visit the tomb and receive some happiness from it
  • Balance: Some traits like laceration, blood loss and infection cause regular health damage until they go away (or get fixed)
  • Balance: Added conditions to the unique/rare "ken" raid to prevent it from wiping out new settlements
  • Content: Added individual tombs for your settlers (in build/utility)
  • Content: Added Roofs (can be built and removed through the zone/room menu, build cost = 1 wood. no refund.)
  • Content: Solar panels and water collectors won't work under roofs
  • Content: Farms under a roof will function the same way as if they were underground and require a grow lamp
  • Content: Weather effects (cold, hot, acid rain) only apply to people who aren't under a roof
  • Content: Many rooms require to have a roof (bedrooms, dining room, hospitals, break room) to function properly
  • Content: Added rare and deadlier version of the Acid Rain (mid/late game, causes direct health damage and heavier sickness)
  • Content: People you've exiled from the settlement might occasionally come back with a vengeance
  • Content: A bunch of new Steam achievements (by Alex)
  • Graphics: Rain will not show over roofed areas
  • Graphics: Non adult animals are smaller now
  • Graphics: Mutants (the green guys) are a tad larger
  • Graphics: Much better looking rain effect
  • Graphics: Intensity of rain varies depending on the weather
  • Graphics: Better looking wooden fence
  • Graphics: Replaced sprites for batteries (small and large)
  • Modding: Added Mod Editor (in mod manager), it's not yet covering all the features, but it'll be improved upon (by Alex)
  • Modding: You can "inject" mod editor code directly into a live game for testing purpose (by Alex)
  • Modding: Added "DangerOutside" (true/false) to weather data telling if settlers should avoid going outside
  • Modding: Added "ScaleBirth" (0.7 default) and "ScaleAdult" (1.0 default) to RaceData files, to set size depending on age
  • Modding: Added "GfxScale" to npc files to change the default scale of living beings
  • Modding: Added "RequireRoof" to room data files (default = false)
  • Modding: Traits can provide constant heal/damage by using "NeedMods" -> "Heal" (positive value = heal, negative = damage), every 5 seconds.
  • Modding: Tombs can be modded to give specific amount of morale boost (or decrease) via "MoodModifier" and give a trait to whoever is visiting it via "GiveTrait"
  • UI: Farm plots lacking proper lighting have an warning icon
  • UI: Added "Center camera on last event" and "Center camera on selected item" hotkeys to game settings
  • UI: In combat mode, Shift clicking a settler which is already in the selection will be removed from selection (like in most RTS)
  • UI: Most menus (factories, depots, doors...) can now be properly interacted with while in combat mode
  • UI: Made the "building in progress" menu nicer to look at
  • UI: Added ability to add/remove roof overlay from view in the filters
  • Fixed: I might have forgotten to tell the farms that they need "grow lamps" instead of "any light source" (my bad)
  • Fixed: First time the game is launched, if the desktop resolution is over 1920x1080 the user interface's scale might be wrong
  • Fixed: When renaming a settler/depot you could still call a game shortcut by mistake
  • Fixed: Weird sentence in the log "settler is sick: dead" replaced by "settler is dead (sickness)"
  • Fixed: Entering a limited combat mode (with only one or a few settlers) would incorrectly tell other settlers to go to the shelter
  • Fixed: There was a mob overpopulation problem in the underground when a small cavern is generated


0.7.1 Release : Hot-patch 1

Here is a small hot-patch fixing issues you've been reporting with the new 0.7.1 release.

Nothing major, it fixes a bug that was preventing modders from adding animated items to the game. It also clarifies that things spawned on the map are debris to be disassembled and not fit to be used in player made rooms. It means that bedrooms, dining rooms and such will no longer recognize things you haven't built yourself as valid to determine if the room is complete or not.

As usual with hot-patches, save-games from 0.7.0 and 0.7.1 are compatible with this patch.

[h2]Changelog[/h2]
  • UI: Armor and Weapon info panels' trait list have been updated to show the tooltip and colorize the traits' names according to quality
  • UI: When generating a new map, all objects are categorized as "debris" to make it clear that they should be recycled
  • Fixed: After using a 0.7.0 save, launching a 0.7.1 game could have masonry auto discovered
  • Fixed: Rooms not checking for the faction of the items inside when trying to determine whether they are valid or not
  • Fixed: Settlers weren't checking the faction of the beds when trying to determine if there are enough beds in the settlement
  • Fixed: A possible booze related crash when they are used by a settler as a mean to fix boredom
  • Fixed: (modding) Animated items couldn't be added via mods
  • Fixed: (modding) Animated items couldn't drop shadows

After The Collapse 0.7.1 Released

After The Collapse 0.7.1 has just been released. This first major patch is heavily re-balancing the early game and tech tree while redesigning the map, adding genetic(ish) animal breeding, and overhauling the way expeditions are handled. This article will detail the major changes. As usual, for a complete list, refer to the changelog at the end of this article. I however, strongly suggest regular users to read this article.

[h2]Balance and Tech Tree[/h2]
I heavily reorganized the tech tree. My goal is to make it easier for newcomers to navigate it optimally in the early game while making the late game technologies harder to bee-line to for the veterans so they don't skip as much content as they could. Some "free" technologies like hospitals, medical stations and repair zones have been locked behind techs to prevent new players from wasting their critical first few resources into things they'd only need much later down the line.



Now "Carpentry" should always be your first tech to research unless you're extremely experienced with the game's systems. It unlocks most of the essentials for a self sustainable early base, including an early low efficiency water well. Masonry now requires carpentry first. The main trunk goes from carpentry to masonry to metallurgy to construction, with branches going out at each step. I also added a "Power" technology between metallurgy and electronics. This is where you can start building coal-based power generators, get the radio tech to conduct diplomacy, and a few other features. It also unlocks the tinkering station, where you can build the generator (moved from forge). The "Electronics" tech comes later and takes more time to research.

The "Melee weapons" tech was renamed to "Basic weapons". It needs carpentry, and provides crossbows and melee weapons (which all got a damage boost) so you can fend off your first few raids without having to rush pipe weapons. I slightly pushed back pipe weapons, and again, made their damage output a bit better. Modern weaponry maintenance and ammo production has been pushed back a lot to make sure that pipe weapons can be considered a viable choice by the player for most of the mid game.

To stress out the importance of early weapon tech, the weapon selection your settlers can spawn with is much more low tech. While it's still possible for the occasional settler to spawn with a standard gun, most will start with pipe pistols and melee weapons. Same goes with armors.

Those changes are still a tad experimental. I did test them through a couple full game-sessions but I have no doubt that it will require further tweaks based on your feedback.

[h2]Map and Expedition UI Overhaul[/h2]
It's not a secret that the expedition planner was kinda clunky. You'd click on the table, click on menu, click again to get on the map to select a destination, and go back to the menu all that to select a destination. With 0.7.1, I removed the station completely and moved everything to the map itself. Simply put, you can now click on a destination from the map, select the type of expedition you want, and it'll show a single page menu asking you to select which settlers to send and to set the various options. Of course, the tech requirements still apply, you still need the Exploration tech to launch expeditions. The expedition log can be accessed by clicking on the destination. An option has been added to show a popup when your expedition comes back (listing loot and people found) as well.



Additionally, the map menu itself has been standardized and uses the same "look" as the rest of the user interface. It has a bottom menu bar and the buttons to change game speed and pause the game. You can now access the population, diplomacy and stock menus directly from the world map too. I also fixed the instabilities/crashes introduced when I made the map compatible with real time game-play.

[h2]Genetic Breeding[/h2]
Until now, new animals would be straight up copies of either their father or their mother. It was all very boring. Now, both parents will be taken into account both at the "trait" and the "stats" level. If both parents have a trait in common, their child will have it too. It will also pick a random trait from either of them. If there's not too many traits, it'll pick one at random as well. It also picks stats from their parents at random with a slight randomization on top.

This is mostly interesting for dogs, which can be selectively bred to be strong and resilient, making them way more durable in combat situations. But to make that a tad more interesting for cattle, I also added a "Fat" trait to them. Animals with this trait will drop one more raw meat when butchered.

[h2]New Stations, Concepts and Upgrades[/h2]
0.7.1 includes a selection of new things to build. The most important being the new Grow Lamps. Until now, you could "light up" underground farms with any light, even a camp fire. This was making underground farms clearly superior by any metrics to surface level ones. Now, you'll need to place grow lamps near your underground farms for them to be able to grow surface plants. There's 2 of such lamps. The first one is unlocked at the Metallurgy tech, and is fueled with coal. The second one is unlocked by the Electronics tech and will connect to your electrical grid.



Depots' capacity (starting at stone) has been increased. A medium metal one has been added to fill the gap between the underground and the large depots. Note that you no longer need to fully rebuild a depot when a better one is available, there's a button to upgrade them in their menu. Speaking of upgrades, some factories can be upgraded too without having to rebuild them from the ground up (kitchen -> electric kitchen, forge -> electric furnace, wooden water well -> water well).

[h2]User Interface[/h2]
On top of the new world map UI, many menus have been slightly improved, especially the menu to select individual settlers (used in expedition, pet & room attribution). Additionally, when you have the bio or job menu open for a specific settler, clicking on another settler will directly open this menu for them. It makes it easier to compare two or more people. Oh, another user request: settlers can be banished from your settlement now (in their bio, there's a new banish button).

[h2]Modding and Engine[/h2]
Alex and I have been adding a lot of new functionalities for modders to play with. Consumable can heal people now. Factories can optionally feed themselves directly from adjacent depots. Traits can be filtered so they can only apply to specific species. We also have a lot more LUA bindings for those who dabble in those arcane modding arts. Check the change-log for a full list.

[h2]Save Compatibility[/h2]
This version is mostly compatible with previous 0.7.0 saves. However, depending on where you are on the tech tree, your ability to build some of the items will be restricted until you've researched the new technologies added in this version (medical stuff in particular, but also tinkering stations and coal-based generators). Also, due to the way we store save-data, existing depots and factories placed before this update won't have the new "upgrade to x" button.
Also note that if you have underground farms (growing surface plants), you will need to replace your light sources by the proper grow lamps or your crops will die.

[h2]A Few Words[/h2]
So, this wasn't exactly the update I was planning on releasing, but many of those improvements have been long overdue. The tech tree changes, depending on your earlier play-style, will most likely get a few more of your settlers killed in the first few raids. Settlers' death is intended and an integral part of the game. This is partly why it's so easy to replenish ranks through expeditions and random events.Next update will focus on some of the major features planned for 0.7. Namely a way to add a "roof" above your settlers' heads and the ability to tame new neutral critters.

[h2]Full Change-log[/h2]
  • Balance: Reduced value and weight of animal food
  • Balance: Reorganized storages' costs, capacity and location in tech tree
  • Balance: Massively reorganized the tech tree (see release post for a summary of changes)
  • Balance: Weapon and armor selection for initial settlers contains more low tier equipment
  • Balance: Growing outdoor plants underground now requires specific lamps (standard lights and campfire no longer work)
  • Balance: Slightly increased DPS of some weapons
  • Balance: Balanced pig vs sheep fertility (made pigs a tad less, while sheeps are a tad more)
  • Content: Added wooden water well (less efficient than stone well) at carpentry level
  • Content: Added 2 plant grow lamps (one self sustained via charcoal for early game, one linkable to the electrical grid for mid game)
  • Content: Big sofas provide entertainment now
  • Content: Added small metal container to bridge gap between stone & large depot (stone containers can be upgraded to this one)
  • Content: Forges, basic kitchens and artisanal water wells can be upgraded to more advanced versions with proper tech
  • Content: You can now selectively breed animals to weed out bad trait/stats and favor good ones
  • Content: Added a few more traits both for humans and animals
  • Content: Survivors can be banished from the settlement (Settler Menu / Character / Banish)
  • Content: Removed expedition table (as everything expedition related is now done from the world map)
  • Modding: Factories can now be upgraded to a new version the same way depots can
  • Modding: Factory files get the new "AllowInputFromDepot" field (true/false, default: false). If true, they'll try to pick input from adjacent depots before issuing supply jobs
  • Modding: Consumable modifying the "Heal" need will heal the user (or harm with neg value). Settlers won't seek those items unless they also fix one of the more standards needs (food, drink,...)
  • Modding: Lights can be compatible with plant growth or not (LightSource component, "PlantGrowth" true/false field. default is false)
  • Modding: Traits now have a whitelist and blacklist of species they can be applied to (WhiteListRace and BlackListRace)
  • Modding: Traits now have a whitelist and blacklist of bodyagent category they can be applied to (WhiteListCategory, BlackListCategory)
  • Modding: Traits have a new DropOnDeath parameter, which is a list of item that will be added to the owner's inventory the second before death. (see "traits/animal_fat")
  • Modding: XNB textures can now be exported to PNG files for editing purpose (by Alex)
  • Modding: Added info about SubClutter to documentation (by Alex)
  • Modding: Animations can now be overridden properly (by Alex. Thanks, Xen)
  • Modding: LUA - Added ClutterData.Clone() (by Alex)
  • Modding: LUA - Direct list access for List fields is deprecated and may be removed in a later version. Please use GetX() and SetX() instead.
  • Modding: LUA - Added a lot of new bindings, completed existing ones (Factory, Recipe, FoodRecipe, Points of interests....) (by Alex)
  • UI: Expedition handling is now done directly from the world map
  • UI: Added techs' "difficulty rating" to research menu
  • UI: The world map menu got overhauled, giving access to expeditions, logs, stocks, people, diplomacy and game speed settings
  • UI: Standardized and improved sub-menu to select settlers and animals (used in expedition, ownership and pet attribution)
  • UI: Slight faction list and factory menus make-over
  • UI: Clicking on two settlers in a row no longer closes the character/job panels, making it easier to compare settlers
  • UI: Option to show expedition's findings when scavenging group returns home (settings/gameplay - enabled by default)
  • Fixed: Several edge cases where you could send the wrong number of settlers in a takeover expedition
  • Fixed: Issue where you couldn't recall people from a production center
  • Fixed: Animals could get traits which only really make sense with humans
  • Fixed: Cold & Hot traits weren't tagged properly as weather effects, removing "X is hot/cold" message spam when the weather changes
  • Fixed: Rare random crash when trying to create new mods from mod_skel (by Alex)
  • Fixed: Several crashes caused by the addition of the real time map in 0.7 (generally when disassembling rocks and walls while looking at the map)