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0.6.10 - Hotpatch 2 (updated)

Thanks to everyone who sent bug reports recently, it's an invaluable time-saver.

In any case, this (hopefully) last hotpatch for 0.6.10 is getting rid of a bunch of problems, generally introduced by this content update.

Cheers.

[h2]Changelog[/h2]
  • Balance: forest max growth (after several uninterrupted ingame months) is much less dense
  • Engine: Hardened some parts of the code against possible bugs/edge cases
  • UI: Right click on a tile with items will open a tooltip (same way you get one on clutter and walls) listing the tile's content
  • UI: Zone, Multi selection and Depot screens now properly scale vertically when the UI ain't 1:1
  • UI: Settler info panel no longer interactive when the selected settler is about to go to an expedition to prevent several issues
  • Fixed: Weird bug causing people exiting to the world map in a way or another to cause a possible crash [0.6.10]
  • Fixed: Extremely rare crash tied to disassemble job
  • Fixed: If something impassible is built in the middle of a zone (pasture, farm) it could prevent settlers from supplying said zone
  • Fixed: Switching to the world map while you're building a zone or another item would either cause a crash or make the cursor go invisible
  • Fixed: Some menus wouldn't be properly aligned when the UI scale is not set to 1:1 (mostly visible with the city map)
  • Fixed: Multi selection would allow to draft someone about to depart on an expedition into the military causing issues with the AI [0.6.10]
  • Fixed: Selection of stuff that would normally be hidden when the fog of war is disabled is not possible
  • Fixed: An autosave happening when the "recruit new settlers" event is displaying its menu would cause the game to crash when loading said autosave

0.6.10 - Hotpatch 1

This small hot-patch fixes 2 urgent problems reported in 0.6.10. It's tied to the tutorial: one was causing a crash and another one preventing the settlers' AI from doing anything.

Outside of those minor issues, which are now fixed, 0.6.10 seems to be working pretty well. While you can expect another hot-patch in the following days to tidy things up, I'll start working on the next big update immediately.

Cheers.

[h2]Changelog[/h2]
  • Fixed: Tutorial AI wouldn't start properly (people stuck doing nothing)
  • Fixed: Crash during tutorial

Version 0.6.10: Production Centers


Hello there!

Here's the newest update for After The Collapse. While the change-log might not be as long as with our previous major updates, it's introducing a couple new major features which will be expanded upon in future patches. I also improved many aspects of the user interface while fixing all the bugs that have been reported so far. Note that I won't be available from Friday to Monday as I will be in Spain. I'm writing this post in a bit of a hurry to be honest. So, don't panic if there's something going wrong and you're not getting a speedy response to your reports, I'll get to them as soon as I get back.

(official website source)

Anyway, let's dive in :)

[h2]Map and Expedition Overhaul[/h2]
This is the new major feature in this version, both the map and the way expeditions are handled have been overhauled.



As you can see, the map and expedition screens are a bit more user friendly. More importantly, most map locations are now defended by creatures and bandits. Before you can loot their content, you'll have to send soldiers to secure them. This is done the exact same way you'd do for any other expedition. You won't have any control over the fights (at least not yet), but the menu will tell you your chances of victory before launching the expedition. Just make sure not to send people you otherwise absolutely need. Once the location is secured, you can send your usual scavenging and survivor retrieval teams the same way as before.



Some locations, like the factories, farms, mines and so on, are now considered "production centers". It means that you can send settlers there on a semi-permanent basis (still through the expedition menu). Once settled in, and the location repaired, they will send resources back to your base on a daily basis. They also can be called back home through the map screen.

The idea behind those features is to allow AI factions to do exactly the same, which will trigger late game conflicts and some use for the diplomatic screen. Of course, I will be adding city level events as well (creatures invading a location, and other surprises). This will be the subject of the next and last content patch for the 0.6 branch.

[h2]Combat Mode[/h2]
One of the goal for this update was to "merge" the building and the combat GUI in a single one. I spent a lot of time trying to do just that, but I won't lie, it's not something I can do in a reasonable time frame. There are too many things relying on the current system by now. It would take several dedicated weeks at this point. However, I did the next best thing! One major problem with the current system is that it's pretty much "all or nothing", unless you're willing to manually toggle on/off people military skills depending on what you need to do, which can be very tedious.

As such, it is now possible to quickly put one or multiple settlers in combat mode no matter if their military skill is enabled or not, and more importantly, without interrupting anyone else's job. This makes the exploration of unknown buildings or clearing a single but pesky creature way easier. This can be done in two ways.



Firstly, you can now lasso select a group of settlers even in build mode. Doing so will open the menu shown in the screenshot shown above. Pressing the "draft military" button will toggle combat mode with only the selected people used as soldiers (independently of military skill) while the rest of your settlement will continue to work as usual (they won't flee to a safe zone either).



Secondly, there's a new "recruit" button at the bottom of the individual settler info menu. It does the exact same as above, except that only the selected settler will be put in combat mode.

[h2]User Interface[/h2]
Following many of your suggestions, I've added a bunch of little things to the UI. The most notable one is a configurable list of resources at the top of the screen.



Clicking on any of those icons will show the menu pictured above which allows you to select a new resource. The general idea is to reduce the amount of time spent in the clunky storage menu.

Additionally, I've added a right-click menu for all the consumable items (food, drinks, medical stuff) showing exactly what they do. Similarly, standard resources also got their own right-click menu displaying their weight, value, and a clickable list of everything that can be built using those. As with all the item related menu, you can access those menus from pretty much any screen displaying such items (inventory, trading, factory queues / recipe list).



There are a few other minor improvements, updated tool-tips and such. Refer to the changelog at the bottom for a full list.

[h2]Performances and Bug Fixes[/h2]
I improved performances on larger maps quite massively. Without entering into technical details, the size of a map (and how much content it contains) has much less of an impact on performances than before. Additionally, some of you will be happy to know that I got rid of an annoying micro lag that was happening every couple seconds on maps where the content of unexplored buildings is hidden.

And, as usual, all the properly reported bugs/crashes have been fixed alongside a bunch of small issues I noticed during testing. Thanks to all the people who contributed!

[h2]Save-game Compatibility[/h2]
Save-games from 0.6.8 are technically compatible with a few caveats. The content of every unexplored building will be revealed, meaning that if there's any zombie in there, you'll soon be under attack. No way around it. The world map will not contain the 3 new locations. Existing locations, while having hostiles automatically spawned in, won't be properly claimed by hostile factions, this is just a graphical thing, tho. Large batteries will have to be removed and put back again for their new stats to apply.

As usual, older versions of the game are available in the beta tab.

[h2]Personal Notes[/h2]
While not as massive as our two previous content patches, this is still a very important update. The next version will make good use of this new expedition framework, making the world outside your base much more dynamic. Plus, the ability to receive rare materials like electronic parts and steel on a regular basis makes the construction of robots much more manageable. As I said earlier, the next version will be the last in the 0.6 branch. It should have been this one, but the time spent on trying to merge the build and combat UI forced me to delay those last missing features a bit.

[h2]Full Changelog[/h2]
  • AI: Pasture "bring food" job will automatically get priority if the pasture has no wheat left
  • AI: Non priority jobs are sorted by age (oldest job first to alleviate the problem of having older jobs lagging forever behind)
  • AI: Changed the way factories handle queued 'repeat until X' jobs so they always process all of the queue instead of staying stuck on a particular job
  • Balance: To make cover more usable and less prone to friendly damage, bullets will ignore cover items from the same faction as the shooter
  • Balance: Large batteries are storing way more energy and their output has been increased to be on par with a charcoal based generator
  • Balance: Altered how skills/traits impact crafting efficiency to prevent someone with zero skill from taking days to craft anything (and someone maxed from doing a complicated job in seconds)
  • Content: Ability to take over production centers on the map
  • Content: Production centers under your influence send resources daily
  • Content: Locations on the world map can be defended by hostiles and must be conquered before being looted or taken over
  • Content: Added new world map locations, and updated existing ones
  • Engine: Massive performance improvement (on busy maps, larger maps and caverns, especially)
  • Engine: Savegames keep track of game speed
  • Engine: Changed how hidden zones / fog of war is handled, leading to better performances
  • Graphics: Edited faction colors and added missing flags (military & fauna)
  • Graphics: City map faction ownership is shown using flags and circles instead of dirty tile coloring
  • UI: Settlers can be lasso selected both in combat and build mode now
  • UI: Added "multi selection" menu providing a list of all selected settlers
  • UI: You can enter a "minor" combat mode via the multi selection menu, only enabling combat on selected settlers and without interupting everbody else's jobs
  • UI: Added ability to draft a singular settler in combat mode through individual settler info menu (same minor combat mode as above)
  • UI: Added a "center camera" button to individual settler and animal info menus
  • UI: Removed the top panel when selecting a settler in build mode as it's just duplicating info from the settler info panel
  • UI: Added customizable top bar showing the stored amount of 5 resources of your choosing (click on resource to change)
  • UI: Overhauled the world map/expedition UI
  • UI: Added right click info panel for food, drinks, medicine and other consumable items (show effects and traits)
  • UI: Added right click info panel for standard items (display value, weight and a list of buildings that can be built with)
  • UI: Right clicking in the crafting menu's recipe list or queue will show the info panel for the item being produced
  • UI: You can [Ctrl]+Click to force select zones even when objects are close to your cursor
  • UI: The game will show the range of the generator or power relay you're about to build to make placement easier
  • UI: Added help tooltips regarding the new kinds of expeditions
  • UI: Updated some of the tooltips and help screens with up to date information
  • Fixed: Sorting people by Happiness or Health in the Population menu wouldn't work
  • Fixed: Starting settlers would not spawn in the proper location in large and gigantic maps
  • Fixed: Ordering someone to equip a new weapon while they were using a stair, on a precise frame, could cause them to disappear
  • Fixed: Issue with colors and titles when clicking on the game log
  • Fixed: Lasso selection would select people both below & above ground at the same time (oops)
  • Fixed: It was possible to equip weapons/armors on robots
  • Fixed: A few rare/potential crashes tied to multithreading
  • Fixed: Weird crash related to wrong sprite ID being used when placing/building a new object (couldn't reproduce, but it's a thing and it's fixed)
  • Fixed: Keyboard shortcuts would interfere when renaming depots
  • Fixed: One of the late game events (massive shambler attack) couldn't trigger
  • Fixed: Main menu could become unresponsive when the online newsfeed is enabled but our website is lagging
  • Fixed: Regular micro pause every couple seconds
  • Fixed: It was possible to "cheat" the fog of war and select items/creatures through it
  • Fixed: Case where cattle could go invisible (it's more a hack than a fix, it was added last second)
  • Fixed: After loading a save or canceling a butchering job at a specific moment, the butchering station could get stuck

Winter Sale and Patch

Hi there!

Here's a small patch to tidy up the recent major content update. Thanks to your feedback, it fixes the reported balance and technical issues. I am also running a 20% discount for the duration of the winter sale.

As usual with our small patches, save-games from 0.6.8 are fully compatible with this one.

Changelog
  • Balance: Electric furnaces produce charcoal and metal in bulk (4 metal / 5 charcoal) to make them more efficient and reduce job spamming.
  • Balance: Slightly reduced chances to find new survivors during expeditions (from 40%/search to 25%/search)
  • Balance: Heavily reduced the value of pipe RPG, flamer and rifle as they could be used to exploit the trading economy
  • Balance: Increased trading value of beer and vodka
  • Engine: Slight general performance improvement
  • Settings: Discord and Steam RichPresence integration can be turned on / off in the general settings
  • UI: The weapon/armor selection menu is more informative (showing where the equipment is coming from)
  • UI: The weapon/armor selection menu no longer displays equipment that the settler is already using
  • UI: Tool-tip for weapons is more informative (showing ammo, damage, strength and fire rate)
  • Fixed: Small rendering issue in the new depot's filter menu
  • Fixed: Bug preventing the cursor from showing up when hovering the back button on the world map
  • Fixed: Extremely rare crashes tied to multi-threading (slight perf cost counterbalancing the above improvement)
  • Fixed: Discord integration could just stop working (again, it's an undocumented issue with discord, not with us)
  • Fixed: Several inconsistencies in the menu used to equip weapon/armors
  • Fixed: Steam integration not properly working with 0.6.8
  • Fixed: Launching the game and immediately closing it would trigger an error message


Future Plans

0.7.0 should be released in early/mid January, properly integrating the strategic and diplomatic layers on the world map and closing the 0.6.x development tree. As such, you can expect an article about what's planned for the 0.7.x branch in the coming weeks.

Happy Holidays Everyone!

Version 0.6.8: Robotics

To finish the year with a high note, here is another very large update for After The Collapse focusing on late game, user interface and resource management. As usual, I'll go over the major changes in this article and add the full change-log at the end for the complete picture.

And with no further introduction, let's talk about our new toys :)

(official website source)

User Interface

For once, let's start with the elephant in the room and have a look at our fresh new user interface. As you can see in the pictures the row of ugly buttons at the bottom has been replaced by a much nicer looking menu.



I also added a mini-map in the top right corner. And as you can expect with a proper mini-map, you can click or click&drag to move the camera accordingly. It can be toggled on/off in the Filter menu (the eye button). However, it has a small graphical limitation for now. While it shows the terrain and settlers/enemies properly, it doesn't display walls and other "constructed" items for performance reasons. Additionally, some of the menus, like the depot, settlers' jobs and zone building menu, scale vertically with your screen resolution now. For that to work, however, the User Interface scale must be set to its default value (also make sure your screen resolution is properly set if running in fullscreen borderless mode. Yes I know, it's a bit experimental at the present).

In combat mode, your survivors' weaponry is now shown even when they are moving. Also, buttons have been added for the "Select All Units" and "Next Unit" keyboard shortcuts. And, finally, you can now Shift+Click or Shift+Lasso to add units to your current selection.

There's a bunch more small improvements and tweaks regarding the UI, but those were the main ones.

Late Game Content

It's not a secret that our tech tree was kinda short (hey, it's early access) and the end result wasn't offering something really new or interesting. Well, 0.6.8 is trying to address this problem with the addition of the Manufacturing/Robotics branch and the introduction of a whole new set of expensive manufactured resources.

Manufacturing

Situated after Advanced Electronics, this technology unlocks 2 new crafting stations: the Electric Furnace and the Manufacturing Bench. The furnace is an advanced version of the good old forge, which replaces charcoal by electricity as a fuel source. It does everything a forge does, but better. More importantly, the furnace is able to produce Steel at a slow pace (and hefty cost). The manufacturing bench converts steel (in addition to other resources) into gun parts, mechanical parts and processors.

The construction of late game factories, turrets and... robots (tada!) all require those new resources.

Robotics

As the name implies, this tech tree (5 techs in total) unlocks the ability to build and customize your own robots! But be warned, this is a lengthy and extremely costly process both in term of raw power and resource consumption. Anyway, completing the first "Robotics" tech will unlock the Robotic Lab pictured below.



This new menu is where you'll build your new best friends. Robots are made out of 3 main parts:
  • Head: Determines what jobs the bot can or cannot do and its perception & intelligence stats.
  • Body: Determines its speed, and most of its other stats.
  • Arms: Modifier for some of the stats/skills and come with or without weaponry.


Each part can come with a different weapon/armor, stats or even traits (clicking on the associated button shows the details for the selected one). And, of course, each robotic tech unlocks new parts for you to play with. In the picture above, you can see a typical "hauler-bot" you can construct from the get go. With all techs researched you can construct robots for pretty much any situation from a medical bot to a near sentient kill bot wielding  a flame thrower (what could possibly go wrong?).

The menu is not extremely ergonomic, but it's intuitive enough for now. When you're happy with your selection, you can click on the "Build Robot" button and, assuming you have enough power and resources, a survivor with the tinkering job enabled will start the construction process. I cannot stress this enough: this will eat through your metal, stone and electric parts quickly. Rushing robotics when you only have a dozen settlers and are not ready to constantly run expeditions and trades is probably a bad idea. This is a late game tech.

How To Use Robots 101

While robots are handled like your other survivors, there's a few key differences you need to be aware of.

Robots do not tire, get bored, depressed, hungry or sick. They never take a break and will queue tasks continuously, making them, on average, way more efficient than your lazy survivors. However, they do not improve at their job and they run on batteries. So, every once in a while, they need to charge on a Robot Charging Pad (which, of course, needs power). A robot on low battery is a bit slower, a robot with an empty battery cannot perform any job until it gets a charge. Each robot comes with a specific set of armor and weaponry you've selected when building it. It cannot be changed once built. On the plus side (and for practical reasons) they never run out of ammo.

There's another limitation, in this current version, you cannot repair or scrap a robot. I fully intend to make that possible in the future. But, I can't do that right now as I still need to write an interface to handle proper agent/agent interactions for that to work as intended. I could use something that looks to you like the hospital zone, except "for robots", but that system will also be rewritten once i'm done with that interface. It's to save time in the long run. Don't worry too much, robots are kinda hard to kill.

More Content / Tree Growth

There's a few other important changes/additions to take note of. In relation to the new late game content, I replaced the useless "Social" job by "Metal smith" which is used when working on the manufacturing bench, when making armors, ammo or building pipe weapons.

I also made cloth production a bit easier by making trees and bushes drop a new resource, Plant Fiber, which can be converted into cloth at a loom. It's not fast or efficient, but it serves as a decent fail-safe in the early game before you get access to a cotton farm or other means of production.

Last but not least, plants and tree will grow on the map now. It's a very rough system right now, but it's there to serve a purpose. Every month, plants/trees have a chance to spawn a copy of themselves under specific rules (being on a fertile soil, aka grass, is one of them). They don't slowly appear, they don't fade in, they just spawn all at the same time at 2AM (when you can't see very well). As I said, it's a rough draft :)

Of course, I will gradually improve this system in future updates, hopefully getting something close to a somewhat believable ecological layer. I'm just taking advantage of the fact that I'm already breaking save-game compatibility with this version anyway. So, might as well add another save-game breaking thing so I don't have to break it again too soon.

The idea behind this change (beside the obvious) is to make the terrain selection matter more. Until now, the difference between arid, grassland and mixed was just a matter of raw stone vs raw wood. And even then, with all the dead trees, it barely made any difference. Now, arid comes with a lot of very useful (long term) stone but won't have much (if any) in terms of tree growth, while grasslands will provide a near infinite amount of wood but very little stone.

Resource Management

I made some important changes to the depots/storage zones which should make the more experienced "colony builder" fans very happy, while keeping the game easy enough to understand for newcomers. In short, I added both the ability to filter what a depot can store on a per item basis, and the ability to redirect production to other depots even if there's one close by. And i kept all of that entirely optional so the UI doesn't become unusable for newcomers (i hope, at least).



I'll make the bold assumption that you're already familiar with the previous system: depot can filter by item category and that's it. Well, it's still entirely possible, and it works exactly the same way as before. If you don't want/need super detailed filtering, just check the categories for your depot as usual and ignore the new buttons. However if you want, for instance, a depot to be only storing a particular set of items, I have good news for you.

As you can see in the picture above, when a category is unchecked there's a red or green "..." button next to it now. If you click on it, it'll open a sub menu where you can select each individual item you want that depot to store. The button's color indicates if you've set a filter or not. A category with a red button means that you're forbidding the whole category. While, a category with a green button means that you're allowing at least one item in that specific category. This way you can filter what goes where exactly as you see fit.

The other improvement is the new "Do not accept more content" checkbox in that menu. When checked, this depot won't accept anything more being added to it, but will keep its settings (and work as intended). Its purpose might not seem immediately obvious, but it can be very useful. Let's imagine you have a big "catch all" depot for fuel sources, but now want to have small depots near your generators to cut down on travel time. Well, now you can use that option on your "catch all" depot, so your settlers will be forced to put any new fuel in the newly built depots instead.

A clever use of both those new features can make your settlement way more productive. Still, it's entirely optional, you can perfectly ignore those things and play the game as usual.

Other Notable Changes & Fixes

With electricity production being a very important factor in the late game (you'll need thousands in raw power production to build robots), I made sure it was working as intended. Factories which are turned off or not queuing any order are no longer requiring power. I fixed several bugs that would make the grid unreliable when one of the generator is disabled or empty. Also turned off generators, relays and batteries have a proper icon and are no longer showing useless lines and circles in the electrical overlay, making it much easier to see what's going on in that view.



I fixed several (I really think "ALL" here, but i'm sure someone will prove me wrong) cases where a settler's AI would get stuck for pathing or economical reasons. There was another case where a crafting station with a queued list of items wouldn't switch to the next item in the list which got fixed. I don't think I've encountered a single big AI or production issue in my "full tech tree to first bot produced" test run.
I also fixed several problems with individual bedroom attribution, added a button to remove a claim on a room. Also, Settlers with the "experienced" trait will automatically claim their own room assuming one is available, cutting down on the micromanagement.
And as usual, I fixed, improved and changed a bunch of stuff you'll see in the change-log which I strongly advise the more experienced players to read.

Save-game Compatibility

Due to the extensive changes made in this version (robots, filtering, tree growth), 0.6.8 is not compatible with saves from previous versions. As usual, you can roll back to 0.6.5.4 in Steam (beta tab in the game's properties) to finish your game. Sorry, normally there's a larger time window between structural changes, but there was no way around it this time. On the plus side, I *think* the current system is future proofed enough for a while.

Personal Notes

The robot building part is fun to play with and fully moddable (yes, I don't have a much needed modding documentation yet, I know), so expect a bunch more parts and techs soon. Right now it's only for bulky high tech bots, but it could be extended to more low tech drones in the future.

If you're a follower of mine, you might have noticed that the whole "take over the map & production centers" part is not included in this update. Sorry, I couldn't fit that in and keep the release more or less on schedule. It's a bit of a shame because without that part, building robots is quite the grind. Numbers have been roughly balanced around the idea that, by that point, you'd be controlling at least a few factories, and normally the tech would only be available if you did. It's still manageable, though, just need to trade and explore a lot instead.

Still, once that last feature in the 0.6x branch is implemented, it all should click together. In a "take over factories at the cost of many lives. Get enough production going to build robots, send robots do the dirty work instead, take over the world" kind of way :)

Full Changelog
  • AI: When doing a "remove tile" job, survivors will look for more tiles to be removed nearby instead of doing a lot of back & forth
  • AI: Disassembling jobs take the current health of the thing flagged for removal into account (something already half dead will take less time)
  • AI: Settlers will automatically try to claim a bedroom if one is available after receiving the 'Experienced' trait
  • Balance: Repair recipes for high tier weapons and armors all require 2 damaged ones now (for consistency sake)
  • Balance: High tier resources have a higher trading value
  • Balance: Top tier weaponry and armor is now tagged as "Rare", making it less likely to show on traders and scavenging runs
  • Balance: Altered some high tier recipes to take new resources into account
  • Balance: Increased power input/output of batteries (small: 150->200, large: 250->400)
  • Balance: Vehicles can no longer go through doors (including traders)
  • Balance: Added debilitating "Exhausted" trait gained when the need to sleep is maxxed (to make sure you build those beds)
  • Balance: Slightly reorganized tech tree (weapon maintenance requires electronics)
  • Balance: Tweaked what other factions buy & sell for a bit more diversity
  • Balance: Slightly increased production speed of the loom
  • Balance: Electrical crafting stations which are paused or not queuing anything no longer consume power
  • Content: Robotic Lab allowing to build your own custom robots
  • Content: More trees and plants can grow on grass every month granted you haven't cut down everything
  • Content: Replaced unused "Social" job by "Metalsmith" which is used when crafting pipe firearms, armors, ammo and some late game resources
  • Content: Added a new trait to the settler generator (weapon smith)
  • Content: New resources: Steel, Mechanical Parts, Plant Fiber, CPU
  • Content: New item category "Manufactured" for upgraded basic resources (steel, mecanical parts, gun parts, leather, electronics, fabric, cpu)
  • Content: New late game "Robotics" tech tree
  • Content: New late game "Manufacturing" technology
  • Content: Electric Furnace (forge without coal requirements + slow steel production)
  • Content: Manufacturing Bench (produces robotic and gun parts)
  • Content: Bushes and trees drop plant fiber which can be converted into cloth (at a loom) or wheat/fodder (at any kitchen)
  • Content: Robot Charging Pads, which are basically beds but for robots
  • Content: Added very late game events (after manufacturing tech and with a large population: a few large raids and a new trader)
  • Content: Depots can now filter what they can store on a per item basis
  • Content: Added option to prevent a depot from receiving any more content
  • Engine: The game can differentiate easily between sentient beings, animals and robots, making it possible to have specific beds, feeders, etc. for each category
  • Engine: Needs can impact and be dealt with differently depending if it's for an animal, robot or sentient being
  • Engine: Passive items are now compatible with power requirements (making it possible for a door or a bed to require electricity to function properly)
  • Graphics: Natural lighting sources very lightly flicker
  • Graphics: More professional looking bottom menu
  • Sound: Gauss rifle got its own sound effect
  • UI: Optional mini-map in the top right of the screen (can be toggled on/off using the filter button, can be clicked to change camera location)
  • UI: Shift click/lasso to add people to your current selection in combat mode
  • UI: Added "select all" and "next unit" buttons in combat mode (previously only had keyboard shortcuts)
  • UI: The combat overlay no longer hides your settlers' weapon when an order has been issued to them
  • UI: Depot, zone and settler job menus scale with vertical screen size (but only if you keep the UI scale to default size in the settings)
  • UI: Updated Depot menu to filter either by whole categories or on an item per item basis.
  • UI: Added button in Room menu to remove ownership (for individual bedrooms)
  • UI: Added room ownership information to settlers' character info panel
  • UI: Turned off generators and batteries now get the same icon as other turned off factories and relays
  • UI: In electrical grid view mode, turned off items are no longer showing confusing circles/links to other items
  • UI: Clicking on the speed panel number toggles pause on/off
  • UI: Other minor tweaks
  • Fixed: List items in several menus weren't always perfectly aligned (OCD people, you're welcome)
  • Fixed: The stock menu was showing "unused" meta item categories (agent and tech)
  • Fixed: Hovering mouse on an animated objects (bushes/grass) wouldn't highlight it
  • Fixed: Potential memory leak when switching from an UI to another (switching between map, combat and build modes)
  • Fixed: Entities not normally affected by specific needs could still occasionally suffer from them to a small extent
  • Fixed: Discord integration could crash the whole game if it managed to crash itself (because it's apparently a thing with discord now...)
  • Fixed: When the UI is not scaled to 1 (very small/large screen resolution), tooltips' background panel isn't sized properly
  • Fixed: Save/Restore patrol location would only work in the active map layer
  • Fixed: Neutral/hostile animals could open random doors (those present on the map from the start)
  • Fixed: A case where a diagonally moving agent could get stuck in the corner of a structure/wall preventing it from moving until the structure is destroyed
  • Fixed: French & English recipe names for flamer ammo were switched
  • Fixed: Practicing some jobs (repairs, medicine, butchering) wouldn't increase their respective skill
  • Fixed: Disinfectant & alcohol were sharing the same texture
  • Fixed: Female settlers would generally use male names
  • Fixed: Repair zones would try to issue repair orders for things that have been marked for disassembly
  • Fixed: Small graphical glitch with lights & walls
  • Fixed: If several different items are on the same tile but one can't be stored anywhere, settlers might ignore the whole tile.
  • Fixed: A case where a factory's queue could get stuck on a recipe for which there's no longer enough materials
  • Fixed: Occasionally, unassigned bedrooms would all get assigned to the same settler when loading a savegame
  • Fixed: Plants which would be giving only one ingredient wouldn't give more than one seed in "Harvest Seeds" mode
  • Fixed: Traders could sell stuff at $0, things like arrows or pipe weapon ammo
  • Fixed: Rare case where a settler could freeze because it no longer has enough cargo space to complete a pickup job due to a new trait / stats change
  • Fixed: A couple issues with electrical grids
  • Fixed: Farms' loot table was missing food ingredients