1. After the Collapse
  2. News

After the Collapse News

December Update



Hello there!

Here is our December update. It's talking about the recent Steam drama and policies, our current and future plans for After the Collapse, and our future projects in general:

Anarkis Gaming: December Update

(as usual, it's on our official website)


Version 0.4.9 Hot-Patch 1



Summary


I just received a crash report for something that I can't reproduce. I spent some time looking at the incriminated function, and while I'm not sure WHY it could crash, I'm still fairly confident I fixed the problem, hence this hot-patch.

Additionally, it's coming with a few improvements I was normally only going to release in a week, but might as well include them too.

Changelog


Additions
  • Survivors are much less likely to interrupt a task when they get slightly hungry/sleep/thirsty
  • Survivors are more likely to satisfy their basic needs on their free time
  • New menu for the Expedition Manager
  • Improved rendering and standardized buttons in tabbed menus
  • Military base destination for expeditions
  • Savegames are more robust when dealing with missing content (for instance: uninstalling mods mid-game, don't expect miracles, tho)
  • Additional logging to catch occasional weird bugs
  • Expeditions destinations & loot tables can be modded/customized


Fixed
  • Fairly large memory leak when restarting or reloading a game
  • Possibly fixed a crash (NullReferenceException in PublicJobDispatcher.Request) we can't to reproduce for now

After The Collapse 0.4.9 Massive Update



Summary: Update 0.4.9


Here's a massive update for After The Collapse. It includes a lot of new content which we will be detailing in this post. But, first of all, a short summary:
  • Interactive Tutorial
  • New weapons, armors, crafting stations and technologies
  • More balanced difficulty settings (with more events)
  • Construction skill & progress
  • Fixed all the crashes on the french version (our deepest apologies)


Interactive Tutorial


While it was initially planned for the 0.5 branch, it was made obvious to us (from your feedback) that a proper tutorial was needed quickly. This is now done. It introduces the game's basic concepts while telling a short story. It also gives some information about the game's world and story-line.

It took a lot of time to write, more so than all the rest of the update combined, by far. Yet, it's probably far from fail-proof and bugs are likely present.

Feedback is more than welcome, as it's very difficult for me to evaluate a tutorial for a game I built.

Weapons and Armors


We added mid game weapons and armors to fill the gap between the early "stone age" equipment and the modern one. Those weapons (with ammo) and armors can be produced locally after you have researched the associated technologies and built the appropriate crafting stations.

The weapons are home-made pipe weapons. Like those two:


Simply put, they are less efficient counterparts to the gun and shotgun. Their advantage is that they can be both produced with metal, wood and charcoal and the ammunition is simple to make.

Same goes for the armors. 2 variants (standard and heavy) of a metal armor. Doesn't require much to build, they offer decent protection for their cost.

This is part of our first pass at balancing weaponry, equipment and pacing.

Difficulty / Event System


Another response to feedback:

The Standard difficulty has been tweaked: bandits with modern weapons will no longer spawn until you have the Electronics tech. Other events have been slightly tweaked to even things out.

The Hectic difficulty level has been renamed to Difficult. The above requirements for Electronics are no longer present, but outside of that, it's generally less "hardcore" than before. Which makes it a decent option for experienced players.

We added 2 "tribal raid" events for the mid and late game. You'll also notice that bandits, settlers and tribals carry much more varied gear.

Settlers


To reduce confusion about some skills, we renamed Carpentry to Construction. It's, now, used only for building purpose. Building speed is now influenced by the construction skill and settlers gain experience as they build more stuff. All crafting recipes using that skill have been moved to "Crafting" instead.

In a similar fashion, the previously unused Mining skill is now used when survivors are breaking rocks and boulders (instead of Disassembling).

While at it, we added a few more traits and jobs.

General Notes


There's a lot more stuff under the hood, making the game more stable, more moddable and generally speaking easier to use.

Full Changelog


Additions
  • Interactive Tutorial (it was supposed to be a 0.5 feature, but due to popular demand we had to tweak our roadmap a bit)
  • Building furniture/walls/etc increases the builder's skill at construction
  • Building speed of furniture/walls/etc proportional to their construction skill
  • Raiders with modern gear won't attack until you've researched the "electronics" tech in standard difficulty
  • 2 new weapons: Pipe Pistol and Pipe Shotgun
  • 1 ammo type: pipe weapon ammo
  • 3 new armors: Spec Ops (top tier, loot/trade only), light and heavy metal armors (buildable)
  • Armor Forge building (build basic tier armors, no electricity needed)
  • Weapon Forge building (build pipe weapons, no electricity needed)
  • A new armor related technology (Basic Armors)
  • A new weapon related technology (Pipe Weapons)
  • Increased equipment variety on bandits and tribals
  • The axe gives a bonus to the 'disassembling' skill
  • Zone size is displayed during placement
  • Pathing to moving agents is much more reactive, which will improve combat behaviors
  • Gametip for 1st time building placement (explains rotation)
  • 5 new achievements (techs + tutorial)
  • New traits and jobs for your survivors
  • 2 more tribal attack events for the mid and late game.


Changes
  • Renamed skill "Carpentry" to "Construction" (as it's what it actually does, after all)
  • The few recipes using "Carpentry" are now using "Crafting"
  • Breaking rocks properly use the "Mining" skill instead of "Disassembling"
  • Armor technology has 2 tiers now. One for the construction of basic armors (leather, metal), the second one for the maintenance of modern armors.
  • Reordered tech tree to make room for pipe weapons
  • Edited some jobs to account for the construction skill
  • Reorganized how and where armors are produced (leather armor and metal helmet moved to the armor forge)
  • Heavy metal armor and flamethrower give the "heavy duty equipment" trait while equipped (settler heavily slown down)
  • Increased base damage of the (rare) flamethrower from 10 to 25 per "bullet"
  • Increased bullet speed of modern firearms (pistol especially) and tweaked damage output
  • Rebalanced event managers: Standard is a bit easier, Hectic became Difficult (as in, it's playable if you really know what you're doing)


Modding
  • Events can go in their own files loaded by an event manager now, making the whole process much less annoying
  • Note that the "Construction" skill is still called 'Carpenting' (yes, with that typo) in game files for compatibility purpose.
  • Added "AutoSelect" flag to equipment presets. If set, the NPC will select one of each weapon/armor/headgear (quantity=probability) in file and automatically add required ammo if need be (see tribal_basic.json)
  • Events can be gated by specific technologies


Fixes
  • Extremely unlikely crash (clicking on an animated object at the first frame of the game)
  • Many crashes caused by the French translation (sorry about that)
  • Generally speaking the UI library is much more robust when encountering unexpected characters
  • Missing unique icon for armor technology
  • Issue where a raider would get "stuck" in place not finding their path toward the target
  • Bug where people would occasionally go "explore" (0,0) coordinates

Version 0.4.8 Released!



Update 0.4.8: Summary


This is a shorter update than usual as, internally, we've started working on the 0.5 branch. As usual with the 0.4.x updates, the goal here is to make the user interface more friendly while fixing the few remaining oddities/bugs. We've added more colorful and useful help tool-tips (more to come), added some feedback to show which zone/room is complete or not.

Additionally, we fixed a major issue on Turkish language systems which prevented the game from running at all. Thanks to the two users who reported the problem, it's not something we could have detected on our own.

General Notes


While we're still going to post additional patches for the 0.4 version, they will grow smaller in sizes as we're now focusing on the 0.5 version which will add a bunch of new features and content (underground layer, realistic farming, proper tutorial being the big ones).

The initial 0.5 version should be made available before 2019.

Changelog


Additions
  • Warning sign on incomplete rooms
  • Hammer icon over building locations
  • Build menu makes clear what can and cannot be built with what's in storage currently
  • Colors to the "building in progress" menu to show availability of materials in storage
  • Option to show or not the "room" or "farm" menu after building a new zone
  • Tooltips can now use custom colors and backgrounds
  • Building requirements in tooltips
  • Trait tooltips are nicer looking and explicitly show you can click for more info
  • Nicer looking equipment tooltips displaying left/right click help
  • Tooltips in research station's secondary panel
  • "Bored" dialog bubble
  • Small code optimizations


Changes
  • Reduced tooltip delay from 1sec to 0.5sec
  • Removed equipment panels from settler inventory as it's a duplicate from the settler info panel
  • Updated UI library to latest version


Fixed
  • It was possible to unintentionally "skip" recruitment events by clicking at the wrong place at the wrong time
  • Mouse wheel scrolling menus when the mouse is not on said menu
  • Middle click when reentering the game while the window isn't focused no longer move the map erratically.
  • It was possible to drag move the map while the input is supposed to be paused, causing display glitches
  • Settler Info Panel taking a frame to show all information, looking a bit weird
  • Cancelling building mode would leave the ghost on screen as long as the game is paused
  • Clicking multiple times on a piece of equipment in the settler info panel would open multiple copies of the equip menu
  • Trait panel was not draggable
  • Gun crafting station set as path-blocking, preventing users from reaching their proper work location.
  • Rare/potential crash in job dispatcher
  • Crash on startup with Turkish language systems (Alex)
  • Some missing french translation lines