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After the Collapse News

0.7.0 Release : Hot-patch 2

Here is the second hot-patch for 0.7.0.

You can now upgrade your standard wooden depots into stone ones with the appropriate tech and requirements. It's done by a button appearing at the bottom of the wooden depot's menu. It also fixes the few reported issues, and the solar panel texture has been replaced by a much nicer looking one courtesy of Xen.

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

With that out of the way, and barring any critical problem, we'll be working on the next large 0.7.x update. I'll likely be publishing a devlog about that next week-end.

[h2]Changelog[/h2]
  • Content: Wooden storage can be upgraded to stone without having to raze and rebuild it, thanks to a new button in the storage menu
  • Graphics: New solar panel texture, courtesy of Big WDS
  • Modding: Added "UpgradeTo" field to cluttter. Which is used by the new storage upgrade feature. Only works for storage presently
  • Modding: Further hardening of the code against removed/bad data issues
  • UI: In the research screen, the tech info panel is now scrollable. Buttons are properly anchored and colored.
  • UI: When starting a new game, the bar used to select the number of settlers will colored according to number selected, and a warning will show up if selecting 10-12.
  • Fixed: Clock not going to the next day when auto-saves are disabled
  • Fixed: More possible issues when a mod is removed in the middle of a game (this is still not a miracle cure and never will be)

0.7.0 Release : Hot-patch 1

Here is a small hot-patch fixing issues you've been reporting with the new 0.7 release.

It fixes a few possible crashes introduced in 0.7.0. It also adds a way to build fabric from the camp fire so it's easier to start the game with a large base. Updated a few skills and stats related popups to represent what they influence more accurately. Also, removing or adding mods mid-game is also possible to some extent.

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

[h2]Changelog[/h2]
  • Balance: Edited suburbs' loot list (now gives -> cloth, leather, low level damaged weaponry, pets, food, water, electronics)
  • Modding: More robust modding system, savegames warn about missing textures on load
  • Modding: Removing mods from a game no longer systematically prevents the save from loading succesfully (it's not a miracle cure, though)
  • Modding: Misc online api documentation improvements (modding.anarkisgaming.com)
  • Modding: System for modders to mark a mod as "deprecated" so it's detected ingame to give users a warning
  • UI: In the depot panel, the checkbox text is now green when you have allowed specific items to the category (so it's the same color as the button)
  • UI: Updated tooltips for settlers' stats and job skills
  • Fixed: Super rare issue causing the bug-report module to crash itself into oblivion when launching the game
  • Fixed: Irregular crashes caused by the change from wheat to animal food in 0.7 in interaction with a mod
  • Fixed: Crashes in zombie horde scenarios
  • Fixed: The "damaged police armor" was incorrectly tagged as a firearm (making it drop where it shouldn't in loot tables)
  • Fixed: Some missing localization strings

0.7 Branch Update : A Man's Best Friend

Here is the first content update for our 0.7 branch, introducing pets, social mechanics, a new in-game mod browser, artifacts, and plenty more.

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

[h2] Pets [/h2]
The idea with this 0.7x branch is to add neutral critters to the map, some moving in herd, for the player to tame or hunt. Both in build mode, and on the world map.

As a the first and biggest step in the right direction, we can now breed and adopt dogs. Pets will defend their owner and provide a flat bonus to their happiness. Their death causes a temporary debuff to their owner. Dogs without owners will hang out in a pasture and can be butchered.



Dogs can be found during expeditions, both during travel and in specific locations (bars). The animal trader also sell them. Pets, like cattle, die of old age, can reproduce and be butchered.

The animal info menu is now similar to the one used with humans. And in this menu you can give them a new owner.

[h2] Animal Food [/h2]
Instead of wheat, all settlement creatures eat animal food now, dogs included. To make the transition go smoothly, wheat farms produce "animal food" directly for now. You can also make more by cooking meat. It is also a proper food item, instead of an ingredient.

Your settlers won't eat animal food, though. This is a first step toward having diets for specific groups of settlers or animals.

[h2] Happiness and Personality Traits [/h2]
Happiness changes are gradual instead of instant. People gain and loss points at a rate determined by their new personality trait. Other traits have been redesigned to make use of that system. The mood of your survivors should be much less erratic. Settlers also spawn with a new small list of traits they like and dislike.



Humans also start with base stats much closer to average now. As such, traits, mental attributes and jobs have a much more meaningful impact on a new survivor's abilities. In turn, it removes many cases where a settlers with a trait like Strong would still have very sub-par strength.



As you can see, the character and mood panels got a face-lift to illustrate the new system.

[h2] Making Friends [/h2]
Settlers will now talk and bond with each other as illustrated here with the new speech bubbles.

While they appear simultaneously, the bubbles show one of the different outcomes of the discussion, taking happiness, relation with other settler, social stats, likes & dislikes, and some dice rolls, into account. Generally, the more blue ? and ! speech bubbles, the better.

Having friends gives small happiness buffs, but if one dies, his friends will mourn for a few days (slower, sad). Of course, enemies provide a small debuff. Occasionally, two settlers who dislike each other may start brawling. It's a non lethal (normally) duel with punches only, its duration may vary. Once the fight is over, they'll hate each other less.



A "Relation" tab has been added to the settler info menu to keep track of each settler's relationships, pets included.

[h2] Artifacts [/h2]
Settlers can equip new rare and powerful items in their new equipment slot. They can be acquired when raiding mutated nests and during scavenging runs (rare). There's only a few for now, but more will be added along the way.



[h2] Map and User Interface [/h2]
This is still a bit experimental, but the world map no longer pauses the game. You still use the keyboard shortcuts to control time in map mode. As such, you can see your expeditions moving in real time. Still from the world map, you can open diplomatic channels with a faction by clicking on its flag. The idea in the long run is to also have expedition management directly on the map screen.



[h2] Mods and Steam Workshop [/h2]
Thanks to Alex, you can now share your saves on the Steam Workshop to your friends and to the community at large. Workshop mods can now be listed and subbed directly from the game. There's a new modding doc available here. And we have a new in-game mod manager as pictured below.



Speaking of mods, I should point out the ones made by Xen. Lots of good content in there! ːsteamhappyː

[h2] Save Compatibility [/h2]
Start a new game. As with all major milestone updates, save files aren't compatible with previous versions.

[h2] Release Notes [/h2]
This 0.7.0 version is by no mean perfect, and you'll probably find some issues left & right which i'll address through hot-patches, as usual. The very small "fixed" list in the changelog is still a testament to our progress over the last few months: ATC works, generally (tm).

My apologies for taking so long to publish 0.7, it should have been completed much earlier this month, but I also had to take care of older family members due to the covid19 quarantine. As such, it's now clear that we won't reach 1.0 before end of Q2 2020. It doesn't mean much, as i plan to continue coding past 1.0, but it's only fair to tell you.

Also note, that we'll be increasing the game's cost by $1 somewhere near the end of the 0.7 branch, you'll be warned in advance, and it'll be coupled with a discount when applied.

[h2] Plans for future 0.7.x updates [/h2]
Prisoner management is the big thing. Basically a way to capture, sell, and put to work prisoners. The new non-lethal combat, social features and pet system are an introduction to this.

I would like to add migratory herds to the world map as well. They could be hunted by expeditions and serve as event generators when entering in contact with the base, productions centers or expeditions. It could in turn be used to replace the random enemy raids and migration events by something a bit more natural.

Give more reasons to grow in population, with settlement laws to be enacted at each milestone. A mayor's office for the colony's leader would be nice as well. In a more distant future it'd help adding elections and a political system in general.

The last major arc is an improved medical system. But it might get delayed or swapped with the following as I'm not sure I like the idea of dealing with this topic in the current situation. It would feel a bit ghoulish.

Instead, preset scenarios and generally speaking a more user friendly new game menu. Coupled with a basic in-game mission system to provide guidance in a less intrusive way than with popups, and a general makeover of the map/expedition/diplo UI stuff which is way too disjointed at the moment.

[h2] Full Changelog [/h2]
  • 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
  • Balance: Traders have more items in stock
  • Balance: Humans spawn with roughly average base stats, making traits and professions more meaningful
  • Changes: Animals eat animal food (categorised as food) instead of wheat (categorised as ingredient)
  • Changes: Wheat farms produce animal food, removed wheat from ingredients
  • Content: Added recipe to produce animal food from meat at basic kitchen
  • 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: Pets and cattle regen health when eating.
  • Content: Claimed production centers can still be explored for resources now
  • Modding: New ingame workshop mod manager (by Alex)
  • Modding: New modding api documentation, online version here: https://modding.anarkisgaming.com (by Alex)
  • 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 (see devmode.txt in game's folder)
  • Modding: Added _example.txt files to data/npc, data/racedata, data/recipes and data/traits to start documenting stuff a bit (more will come)
  • Modding: Animal fodder consumable must have the "Fodder" tag attributed otherwise settlers will eat them too.
  • Modding: UI graphical elements can be retextured (by Alex)
  • Modding: Detection and warning messages for outdated/broken mods (by Alex)
  • Modding: (change) Metalsmith jobs properly tagged as "Metalsmith" instead of "Social" in data files now (update your mod if need be)
  • Modding: (change) Consumable item Category removed. Use food, drink, medical.. instead (update mod if need be)
  • 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: Clicking on a faction's banner on the world map open their diplomatic screen (when applicable)
  • UI: The world map can work without pausing now and pause/speed keyboard shortcuts work (no buttons yet) (bit experimental)
  • UI: The animal info panel has been reworked and behave very similarly to the settler info panel
  • UI: Butcher screen display population count by species
  • UI: Multiselection menu added to combat mode
  • UI: Experimental: pause/speed keyboard shortcuts work on the worldmap now.
  • UI: Much needed facelift to the in-game mod menu.
  • 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: Misc issues found in the experimental version
  • Fixed: Clicking on combat log messages wouldn't center the camera on the action
  • Fixed: Expeditions not properly reset when starting a second game

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