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Year One Anniversary News



Year One Anniversary Update

In a couple weeks, After The Collapse will have been in Early Access for one year. To mark this milestone, I will be releasing the largest update to date, featuring many near features and noteworthy graphical and UI improvements on the 14th of October.

Here's a short summary for this update:
  • Much deeper expedition mechanics, interacting with the world around your base
  • Whole new tech branch for pipe weapons (smg, rocket launchers, flamers..)
  • Whole new tech branch for expedition efficiency
  • Refreshed user interface, replacing most of the older menus with better looking ones
  • New "hostile" weather patterns with a visible impact on your survivors and farms
  • Graphical improvements, with people visibly holding items, leaving footprints and so on
  • Lots and lots of new sound effects and ambient sounds (crows begone!)

It's in no way drawing the complete picture. The changelog is already 60+ items long, and should be much larger by the time I release the update publicly. It's just to give you a taste for what's planned :)

Discount and Future Pricing

I do believe in full transparency when it comes to such things, so the game will be on a 15% discount when this update gets released and will get another 15% discount during the Halloween sale. Our base price will then be increased from $9.99 to $10.99 at the end of the month.

The base price will further increase as we get closer to 1.0 (as stated on the store page) and you will be warned in a similar fashion. Note that this game won't be discounted at a lower price than it was until now, at least not until several months after the full 1.0 release. The percentage itself might increase, but the raw price won't get any lower so the early adopters don't get penalized.

Schedule

I will be working on the double until release. Expect a much faster update cycle in the coming months. The stated goal is to get to a full 1.0 release somewhere during Q1 2020.

Before you freak out: I know it's kind of the "thing" for base builders to stay in E.A. forever, which is precisely why I want to avoid this sad state of affair. An official 1.0 release doesn't mean that I'll be done with the game, on the contrary. It just means that I consider it in a good enough shape to be properly released on Steam. As with my previous game, many more updates will be released after that.

Summer Progress Update

It's time for a new devlog (and testing the new features in steam while at it).

I will mostly be discussing After The Collapse’s development. And this time, I will be resurrecting a kind of devlog I used a lot with Unending Galaxy, the deep dive into a specific (soon to be released) feature. In this particular case, we'll look at the expedition system. As usual with this kind of post, everything below is subject to changes during implementation. Still, the core principles should stay consistent.

(source article on my official website)

Expeditions


Until now, expeditions were basically running in their own little parallel universe. You'd pick a destination from a list and your selected group would pretend to travel to that imaginary destination. All those places were incidentally at roughly the same distance from you, and would never run out of resources. While, sure, it worked as a placeholder, it's no longer enough now that we have a proper world map to interact with. Let's see what we can do.

Map Integration


So, the first step is to integrate those destinations into the world map, which I'm already doing. The 0.6.0 version had a few "military bases" icons laying around, more are being added to match the old list. Some, more generic, destinations (suburbs, city center, forests) can already be generated from the city map, based on the location (no road, heavy forestry leading to a Forest destination type).



Of course, just sprinkling the map with such locations wouldn't be very interesting if we stopped there. But now, we have a way to attach more information to each destination. Firstly the position, meaning that each location is at a different distance from your base, modifying travel time accordingly. As such, placing your initial base takes a much more important strategic role. Will you place it in a dangerous location but close by to juicy resource centers, or in a remote, safe(ish) location, but making expeditions more difficult?

Additionally, given that the map will provide several instances of the same destination type, we can make them run out of resources after multiple runs, depending on the decay value of the cell they are in. Lastly, travel events can be influenced by the type of terrain your group will have to go through.

Logic and UI Changes


Of course, for all that to work correctly, I'm also changing how the expeditions will proceed.

Traveling to the destination is mostly unchanged technically. Still, the travel length will be proportional to the distance between your base and the target. The random events happening during your travels will change a bit: their likelihood of being "bad" and their difficulty will generally be determined by the current map location of the traveling group. I'll also be adding a new setting, something like a "reckless/standard/cautious" selector which will influence your travel speed and the events further.



When it comes to the exploration part, things will change a bit more. You will be asked to select how long you'll be staying there. You will be able to loot nearby locations for longer as a result, which wasn't possible with the old system. To balance this out, bad events will also happen during that phase. The intensity and probability will heavily depend on the location type and position. The general idea is to have events specific to each location in the long run. We'll probably start with generic ones first, and expand upon it during the rest of the development.

Traveling back to your base won't change much, travel time will be halved and without events as your group will already know which road to take. At least that's the in-game explanation for it. In reality, it would be extremely bad form in terms of game design to wipe out your group when going back home with backpacks full of food and fancy weapons.

Tech Tree


All those changes are begging for an associated tech tree. Until now we only had a group size increase and the radio tech to send a recall order. I'll be adding a couple more things. A pathfinder tech,with multiple levels that will increase your group's travel speed seems like a good first candidate. Additionally, a mapping tech (again with multiple levels) will increase the max distance you can reach on the city map. In a similar vein, the group size increase tech will probably get a new level as well.

Expedition Types


I went over this in previous devlogs, but it's a good place to reiterate and go into further details.

Right now we can only send completely automated scavenging runs. And until the above changes have been published and tested, we'll stick to that. However, later during this 0.6 branch, we'll be introducing two new types of expeditions which will have the option (at least once I've made the associated map generators) for you to manually handle your group during the encounter if you wish to.

1) The "claim location" run. You'll be sending a group to a specific resource producing location, like a mine or a factory. Your group will have to clear the map from hostiles. Assuming they win, the location will switch to your ownership. That done, you'll be asked to send some settlers (permanently) to maintain the location. Doing so will net you a regular daily resource income coming from that place. There's a lot more to that claiming business, but that will be subject of another article.

2) The "raid location" run. This is for much later, so it's only here for completion sake. To summarize, you'll be able to attack other hostile (or soon to be, at least) factions' bases and resource centers. It will work similarly to the above option, except that you're there to trash the place. Assuming your group wins, you will come back with a lot of loot, and might remove their claim on that location. Later down the line, it will also be used to clean up mutant nests and other late game threats.

Notes and Other Ideas


Obviously, I am also updating the map screen and related menus to make all that a bit easier to manage and nicer to look at. You'll be able to see your expeditions traveling on the map.

Now there's a few more things I'd like to implement, but their ratio of "do want" to "code to write" isn't the greatest. The ability to run multiple expeditions at the same time is the most obvious one, but that would require to edit a lot of things both internally and in the user interface. Another, more realistic, idea would be the ability to build/repair/fuel a vehicle which would in turn improve your group's safety / travel speed and carry capacity for the run. I have the graphical assets for that, but I'll still have to decide how the whole "car building" part would work. Another change I'm playing with is to add food ration requirements for far away expeditions.

Conclusions


That's about all for the expeditions. Large parts (at least for the scavenging side of things) have been written already and should be made public in a couple weeks. Of course expeditions are not my sole focus for this 0.6 branch. Other factions will get busy too, doing the same as you (well mostly). The event system will also get updated. There's a lot of fun things in store :)

Before we go, a quick note. As you might know already, After The Collapse got validated for access to Steam Cards. I was technically supposed to have released those by now, but that will have to wait for a little bit. I don't want to make half-assed cards and icons, and there's a lot (and i mean a hell lot) of images to provide to feed their system. It's going to happen soon-ish, no worries, but actual development takes precedence over this.

Version 0.6.1 : Summer Update



After The Collapse 0.6.1: Summer Update


This update is adding a few new important features to the base building game. Namely private property, room quality, and the break room.

It is also improving the user interface and menus while fixing a bunch of minor bugs that have been present for a while but which for I couldn’t find the time to properly fix until now.

Simply put, 0.6.1 should feel more professional than the previous releases and leave a much better first impression to new users.

Official Release Post


ːneospqrː The detailed release post is on the official website ːneospqrː

Changelog
  • AI: Older survivors who did a lot of things for your base will start requesting individual bedrooms (the better the room, the better the morale bonus)
  • AI: Survivors with claimed rooms favor sleeping or using items in those rooms
  • AI: Special AI package when in the lounge: sitting, walking around, stretching, etc.
  • Content: Added ability to build individual bedrooms (zone) for your survivors.
  • Content: Renamed the old bedroom to “barracks” and changed icon/desc/tutorial accordingly
  • Content: Added ability to build lounges (zone) where your survivors will hang out when they have no specific task
  • Content: Furniture have a “decorative” value which, when placed in an owned bedroom or a lounge, will improve its quality/rating
  • Content: Lounges provide some entertainment (proportional to its ‘room quality’) to the survivors taking a rest there
  • Content: Individual bedrooms give a morale bonus to their owner, proportional to the room’s quality
  • Content: Added above-ground mountain settings to custom game menu (non city map archetypes)
  • Graphics: Switched/edited a few animations (food eating is no longer using dancing moves, I know :sadface:)
  • ProcGen: Better above-ground mountain generation (there’s still work to do)
  • UI: Added links to the last official articles about the game on the title screen (optional, added to general settings menu)
  • UI: The game now asks if you want to auto-save before exiting a game
  • UI: Refreshed the save/load screen and the summary for new saves will also contain more information
  • UI: Load screen select the last save automatically
  • UI: Added an equipment preset tuned for underground bunker starts
  • UI: The room menu will show the room’s quality, and allows you to change the owner if relevant (individual bedrooms)
  • UI: Added decorative value info to clutter info panel
  • UI: Changed the way “game tips” work: added checkbox to each menu to never show them again (can be reset in the settings menu. limitation: tutorial resets them)
  • UI: Game will favor selecting zones over objects when the room menu is open (same as when the zone menu is open)
  • UI: Modernized a few menus, added colors and other minor adjustments
  • UI: Added game tips for private bedrooms, lounges and experienced survivors
  • Fixed: Minor issues with the procedural generation, mostly performance related ones.
  • Fixed: Title screen song resets each time you exit the settings or new game menu
  • Fixed: Camera jumps (during tutorial mostly) caused a very short but annoying flickering
  • Fixed: You could move the camera way out of the playable area, it’s now constrained properly
  • Fixed: The in-game dynamic lighting would still be visible when switching to the world map
  • Fixed: Changing graphical resolution in the middle of a game would cause problems with the camera
  • Fixed: In the world generator screen (for resolutions below 1920*1080), the left panel could be too tall and clip into the bottom menu.
  • Fixed: Minor issue with “please restart” warning in settings menu while in-game (also added important information when changing language when applicable)
  • Fixed: “Combat” help tool-tip to not being shown (Regression bug from 0.5.9)
  • Fixed: Some issues with trait attribution (hits from spider spitters would cause “webbed” message spam and things like that)
  • Fixed: The “remove terrain” order wasn’t visibly marking tiles on the screen
  • Fixed: After the end of the interactive tutorial, trying to save/load a game would cause a crash (regression bug from 0.6.0)
  • Fixed: Couldn’t cancel orders to remove tiles from the ground
  • Fixed: Minor issues/tweaks

Version 0.6.0 - A Bigger World Out There (hot-patch 1)



After The Collapse 0.6.0: A Bigger World Out There


Here is our new major release focusing on the overworld and diplomacy. As with other major updates, it introduces new base mechanics and systems we’ll be building upon during the rest of this development cycle.

Official Release Post


ːneospqrː The detailed release post is on the official website ːneospqrː

It's a recommended read. It explains many of the new features and lays out our plans for the 0.6.x branch.

Savegame Compatibilty


This version is not compatible with save-games from previous versions of the game. If you want to finish your current game, you can roll back to 0.5.9 going in the game's "properties" menu (right click the game in steam), beta tab.

Changelog
+ AI: Characters are more responsive when attacked
+ AI: Characters no longer need to reload their weapon on spawn/activation
+ AI: Raiders are much better at finding an entrance into the player's base
+ Balance: Unspent points are converted into money at the start of the game (points left x2)
+ Balance: Added "slow paced" difficulty level (events are 50% less frequent)
+ Balance: Destroying a trade caravan will damage your reputation with the owner massively
+ Balance: Water collector hauling jobs have a higher priority
+ Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit)
+ Content: Proper "New Game" menu allowing to select a location from the overworld
+ Content: Option to spawn a bunker underground filled with angry people and loot
+ Content: Added 4 standard factions
+ Content: Can bribe or anger other factions through faction menu (require Radio tech)
+ Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech)
+ Content: Option to ask bandits not to raid you in exchange for a bribe
+ Content: Added faction specific raid event (only trigger when a standard faction is hostile)
+ Engine: Ability to spawn buildings with specific mobs
+ Engine: Changes to pathfinder to make raiders more fail-proof
+ Graphics: Slightly improved some particle effects (fire, smoke, bullet trail)
+ Graphics: New assets for the characters' faces in the tutorial
+ Graphics: Added graphical setting to toggle blood splatters on/off
+ Graphics: Added graphical setting for brighter nights
+ ProcGen: World map / city generator
+ ProcGen: Custom map generator for suburbs can generate L shaped maps
+ ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature)
+ ProcGen: Military Base generation, made playable area (warning, *extremely* hostile map)
+ UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit)
+ UI: The game remembers the last tab used in the building menu
+ UI: Added button to access world map
+ UI: Added tips about electricity when starting underground
+ UI: Faction menu overhaul
+ UI: Keyboard shortcut to toggle between combat and standard UI (default F5)
+ UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now
+ UI: Added money information to the overlay in top left
+ UI: Outdated savegames can be selected ingame for deletion
+ UI: Added some tooltips to the start menu (one for each game type: tutorial, new game, custom map)
+ Fixed: "% Full" overlay was shown over foreign trading jeeps
+ Fixed: Speed Up / Down shortcuts not always properly working in Combat mode
+ Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches
+ Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems
+ Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode
+ Fixed: Another case where the settlers would keep going to (0,0)
+ Fixed: Map generator unable to generate maps with L-shaped or dead-end roads
+ Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult.
+ Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded
+ Fixed: Minor issues with the underground bunker
+ Fixed: Tweaked tutorial part about equipping armors
+ Fixed: Tutorial data not properly reset when launching it multiple times in a row
+ Fixed: Raiders unable to go underground
+ Fixed: Destroyed doors would still act as working doors until the debris disappear
+ Fixed: Raiders blocked by non-player doors
+ Fixed: You could open menus on destroyed stations/doors
+ Fixed: Some minor pathing problems
+ Fixed: Obsolete "bunker" underground generator was still available despite the new method


Hot Patch 1



+ UI: No longer need to restart the game to change language
+ Fixed: Multiple issues with the electrical grid preventing the electricity from reaching its destination
+ Fixed: The electrical grid was not understanding the difference between underground and above ground causing issues on multi level bases.
+ Fixed: The electrical grid was only considering the generator's range when handling connections with relays (it now check both and use whichever has the most range)
+ Fixed: Missing "need to restart the game" after changing some critical settings (anti aliasing, command console, ..)
+ Fixed: Some untranslated sentences in "city generator" screen (french)
+ Fixed: Possible crash when multithreading is NOT enabled

After The Collapse 0.6 Experimental



An experimental version of ATC 0.6 is available in the nightly branch. As the name implies, this version hasn't been thoroughly tested, may contain game breaking bugs, and a few of the new features are still quite bare-bone (the diplomatic menu for instance).

Also note that 0.5x savegames are NOT compatible with 0.6.

Changelog


A full overview will be written when the version is officially released. Depending on feedback, and reports, it will take between 1 and 2 weeks.


+ Balance: Unspent points are converted into money at the start of the game (points left x2)
+ Balance: Added "slow paced" difficulty level (events are 50% less frequent)
+ Balance: Destroying a trade caravan will damage your reputation with the owner massively
+ Balance: Water collector hauling jobs have a higher priority
+ Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit)
+ Content: Proper "New Game" menu allowing to select a location from the overworld
+ Content: Option to spawn a bunker underground filled with angry people and loot
+ Content: Added 4 standard factions
+ Content: Can bribe or anger other factions through faction menu (require Radio tech)
+ Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech)
+ Content: Option to ask bandits not to raid you in exchange for a bribe
+ Content: Added faction specific raid event (only trigger when a standard faction is hostile)
+ Engine: Ability to spawn buildings with specific mobs
+ Engine: World map generator
+ Graphics: Slightly improved some particle effects (fire, smoke, bullet trail)
+ Graphics: New assets for the characters' faces in the tutorial
+ Graphics: Added graphical setting to toggle blood splatters on/off
+ Graphics: Added graphical setting for brighter nights
+ ProcGen: Custom map generator for suburbs can generate L shaped maps
+ ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature)
+ UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit)
+ UI: The game remembers the last tab used in the building menu
+ UI: Added button to access world map
+ UI: Added tips about electricity when starting underground
+ UI: Faction menu overhaul
+ UI: Keyboard shortcut to toggle between combat and standard UI (default F5)
+ UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now
+ UI: Added money information to the overlay in top left
+ UI: Outdated savegames can be selected ingame for deletion
+ Fixed: "% Full" overlay was shown over foreign trading jeeps
+ Fixed: Speed Up / Down shortcuts not always properly working in Combat mode
+ Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches
+ Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems
+ Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode
+ Fixed: Another case where the settlers would keep going to (0,0)
+ Fixed: Map generator unable to generate maps with L-shaped or dead-end roads
+ Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult.
+ Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded
+ Fixed: Minor issues with the underground bunker
+ Fixed: Tweaked tutorial part about equipping armors
+ Fixed: Tutorial data not properly reset when launching it multiple times in a row