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0.9.1: Classrooms & Pets

Hi there!

I know. I said that I would go for smaller patches until 1.0, but this update is still going to be quite large due to an unforeseen delay waiting on some graphical assets. In any case, this update introduces new features, new pets, and many UI/UX improvements. I'll go over the major changes in the post, the full list can be found in the changelog at the bottom, as usual.

[h2]Pet The Dogs[/h2]

Dogs got a new coat of paint so to speak. Gone is the static sprite, we now have fully animated doggos. There are two breeds, German Shepherd and Pitbull. Stats have been improved overall, and each breed has its own stats. Pitbulls are bulkier and hit harder but are slower than the german shepherds. You can mix them together through breeding, it won't magically create a new sprite of course, but stats can be merged this way.



While they will still easily die to larger mobs, they can now hold their own against entry level ones. Events and traders have been altered to include the new breeds.

You can expect more dog variations in the future (wild ones, mutants and so on).

[h2]Skills & Classrooms[/h2]

A new "classroom" zone has been added. It has no particular requirements beside needing a table and some chairs. Once built and functional, you can assign people to it (one per chair) and select a skill. The most performant survivor in that particular skill will teach the others until they reach the same level as the teacher. The menu is self-explanatory and works in the similar fashion to the patrol zone. Right now, skill gain is entirely dependent on the the classroom. Data wise, it's possible for me (or modders), to add specialized classrooms which would deal only in a particular skill but with a much better skill gain.



To balance out the classrooms, normal skill gain for most activities (especially construction, farming and disassembling) has been heavily reduced. However, survivors found while exploring the city and prisoners you can purchase from slave traders have a small chance to have one of their skill with a very high value. 10% and 20% chances respectively. The game will try to pick a skill in relation with their job whenever possible to make this as believable as possible. There's some minor randomness at play, though.

Tangentially, traits attributed to survivors are more balanced. People spawning with 3 good traits and no negative ones is no longer a thing. Hopefully, combined with specialized survivors and slower XP rate, it should make the selection of survivors a bit more impactful, as you might still take someone with a very bad trait if they can at least teach others.

Note, if you're not into mix-maxing that's fine too. Skills, overall, don't have such a massive impact that it would kill a game not to pay too much attention to them. Good doctors and farmers make things a lot easier, but beside that, skills are meant as a bonus, not something to obsess over.

[h2]New Trading Screen[/h2]

The trading screen was probably one of the most notorious pieces of bad UI. I didn't really update it since the initial release. Hopefully, this new dual-panel version will be significantly better.



It works exactly as you'd expect from such a menu. You can do your purchases and sales in the same operation, and no money or goods are exchanged until you validate your trade deal. This makes things a lot easier when you're low on cash compared to the previous version and it's a lot less error prone.

On my side, this menu will be a lot easier to adapt and recycle for other uses. You can expect this to be used for world map traders in the near future.

[h2]Other QoL Improvements[/h2]

The crafting/factory station menu has been tweaked. You can now edit a queued order just by clicking on it (instead of having to delete it). To make this possible, the queue is no longer constantly rotating, instead there's a visual indicator in front of the currently active item in the queue.



There are many other UI/UX improvements. The slave trader is using a menu similar to the recruitment one where you can check stats, traits and skills. The pasture and butcher screens waste a lot less space, displaying more animals on the same surface. The stocks menu got tabs for the missing categories (medical, valuables..). The way to attack another faction's HQ has also been clarified: the attack button is no longer hidden, instead, if the conditions aren't satisfied, a sub-menu will appear telling why you can't attack the HQ and list all the outposts you need to remove.



Oh, a last thing worth explaining. The game will now inform you if it thinks that one of your survivors is stuck somewhere where they shouldn't be. Click on the warning to center the camera on target. Given the game cannot read into your mind, it might warn you about a situation you're perfectly aware of. As such, the setting is optional and can be disabled in the gameplay settings.

[h2]Save & Mod Compatibility[/h2]

Saves from 0.9.0 are compatible, however existing dogs *and their potential children* won't be updated graphically (or stats-wise) due to the way reproduction and save-data work. Some of your factories' progress might be reset as well. Saves from previous versions won't crash unless the save is very old, but expect some odd things left & right.

There's no notable changes regarding mods. Of course, mods altering the dogs' main file or associated items will interfere with the new ones.

[h2]Closing words[/h2]

I encourage you to read the changelog as it includes a lot of player requests (crowbar crafting, rise of the mutant scenario being more customizable, and so on).

Beside that, I think the game is in a good place overall. It's stable, with very good performances and bugs are getting increasingly situational/minor at this point (yeah, I know, writing this pretty much guarantees that I will have to publish an emergency hot-patch). There's sill a bit of work to be done on the UI and there are some AI and behaviors I'd like to improve, but we're mostly there. As I said in the last devlog, next step is story mode coupled with the remaining 1.0 content, don't expect massive updates until then, as I'd like to have something left to be put in the 1.0 changelog beside story mode. :)

[h2]Full Changelog[/h2]
  • Balance: Heavily decreased the automatic skill gain for practicing most jobs
  • Balance: Trait attribution is less random, people with all positive traits & jobs are a rare exception instead of the rule
  • Balance: Increased lifespan of most animals (still balanced around the game's time scale, but a bit more generous)
  • Content: New and improved dogs: 2 races + color variants, improved stats, more opportunities for breeding programs
  • Content: Rise of The Mutant scenario is less restrictive and allows you to start with any number of mutants (10 is still the strongly encouraged default)
  • Content: New "classroom" zone used to share skill knowledge from teacher to students
  • Content: Slave traders occasionally have very specialized and skilled prisoners (20% chance a prisoner is very skilled)
  • Content: Occasionally, a survivor found during an expedition will have a skill with a very high value (10% chances a recruit is very skilled)
  • Content: Added crafting recipe for crowbar (Metallurgy at crafting station)
  • Content: Traps can be upgraded to their more modern variant (when available)
  • Content: Minor alterations to some events and traders to incorporate the new dogs
  • Graphics: Replaced the static dogs by fully animated variants (Only newly spawned dogs will be upgraded in save-games, existing ones and their kids will use old models)
  • Graphics: Replaced more icons and textures
  • Modding: Added "ReplaceFists" field to NPC data files, used to set a default weapon instead of fists (so it's no longer necessary to use a trait/equiplist for this)
  • Modding: Added "Variants" field to ItemAgent files so multiple NPC can share the same item (used here so grey and brown pitbulls don't need individual items)
  • Modding: Scenarios can set which NPC type you want the player to start with (first step toward free form mutant or other race game not relying on highly customized scenarios)
  • UI: The factory/crafting station menu has been altered so queued orders can be edited and removed on the fly (and with no missclick)
  • UI: Population screen menu slightly upsized and displaying more people simultaneously
  • UI: New modernized dual-pane trading menu
  • UI: Further standardization of colors & menu formatting
  • UI: zone menu(s)'s first button in the bottom row is colored differently depending if room is complete or not
  • UI: Tweaks to butcher and pasture screen to show more animals simultaneously
  • UI: Added tabs for medical & misc items in the Storage menu (everything that wasn't covered yet)
  • UI: Prisoner trading menu has been updated to show more detailed information (look/work like the recruit menu)
  • UI: Clarified conditions to attack another faction's HQ with the addition of a specific submenu
  • UI: The game will inform you when a survivor manages to get themselves stuck (this can be disabled globally in gameplay settings)
  • UI: Added button to center on raid in event popups and set automatic camera jump to disabled by default
  • UI: Minor tweaks to pets/cattle's individual info menu
  • UI: Loot table shown in encyclopedia and context screen for map location is sorted alphabetically
  • Fixed: Multiple issues with scrollbars (misalignment, unwanted list position reset, wrong length, ...)
  • Fixed: Animal panels in the Butchering table's menu would overflow from the menu
  • Fixed: Wrong menu being shown after placing a prison cell
  • Fixed: Tooltip in factory/crafting menu would blink in and out of existence due to the way it's refreshed
  • Fixed: Issue in the way loot tables were validated causing the display of incorrect information in encyclopedia and minor issues in (modded) pharmacy type stations
  • Fixed: The camera's movement speed was accidentally tied to game's speed
  • Fixed: Writing in many text boxes was unreliable or could trigger hotkeys (while the mouse was outside of the textbox)
  • Fixed: Animals not always getting a proper name when adopted
  • Fixed: Emotes / speech bubbles would incorrectly scale with the sprite they are tied to (looking super bad with new dogs)
  • Fixed: Mutants having the cannibal trait on top of the standard mutant trait (which includes cannibal behavior already)
  • Fixed: Specific conditions could cause a NPC to spawn with traits which are incompatible with each other
  • Fixed: There was a delay before the correct scaling was applied to juvenile animals
  • Fixed: The minimap was still interactive while the pause menu is open (causing graphical glitches when used)
  • Fixed: Issue with lines drawn toward power generators in the energy overlay making it more confusing than it should be


Pre 1.0 Development Cycle

Hi,

this is going to be a short but important announcement as I'd like everyone to be on the same page.

If you're a newcomer, you can pretty much ignore this post, just know that 1.0 is around the corner, that I'm going to regularly publish small patches until it's released, and that more "meaty" content will be published post 1.0.

If you're a regular, you might want to know that I'm no longer going to publish massive content updates until 1.0 has been released. From this point onward, my goal is to fix what's broken and improve what's not while completing the few remaining items on my todo list. A couple of the recently announced features are being pushed back (the map editor basically) so I can focus on the main game.

The game's price will soon be put at it's 1.0 official value ($14.99). We're not there yet, and you will be told a few days in advance, but this is closing in. The next discount will likely be the last time the game will be priced below $9.5, at least in the foreseeable future.

In any case, my next patches (which I am sorta forced to publish because otherwise Steam's metrics would bury me) will be much smaller than usual in scope. For instance, next week's update will add skill learning classrooms and improve a bunch of menus while fixing a few bugs and balance issues. That will be the norm for the next 1-3 months, so I can work on the 1.0 story mode in parallel.

Please, do not take this apparent slow-down in content delivery the wrong way. I'm just completing my stated goals for 1.0. There will be a lot more content after 1.0, don't worry.

Finally, if you have any comment about balance, how to improve the UI or complaints about very specific problems, it's time for you to tell me about it (even if you did it in the past and I accidentally forgot/ignored you) if you want your input to be taken into account before the 1.0 release.

Cheers :)

0.9.0.6: User Interface and Fixes

Hi there!

This updates introduces several quality of life improvements alongside a couple bug fixes, including a crash after exiting some manual battles (which was identified and reported by one of you, thanks to whoever posted this bug report).

As always, this is compatible with previous saves & mods (0.8.5+ with the usual caveats).

[h2]Zone and Room Menus[/h2]

All zone and room related menus got a facelift and a row of very useful buttons.



Those buttons respectively allow you to:

1) Access the zone's encyclopedia page.

2) Duplicate this zone and its settings to be placed somewhere else. If relevant (a room) it will also duplicate all the furniture and place build orders for the copies. This is super useful when designing your sleeping quarters: you can now design one room, and then duplicate it over and over to make more individual bedrooms. Note that you can [shift] queue the placement when you want to quickly duplicate the same room several times in a row.

3) Move/Resize the zone. With this button you can redesign the room and move it around. While this work for any zone type, note that farms are special. You can increase or reduce the size of a farm as you see fit, but moving it will delete any plot that's not in the new location anymore.

4) Delete the zone.



Zones with no building requirements like the trading or repair zones got a simplified menu that will only show their description and the usual buttons.

[h2]Main UI[/h2]

The Game Speed panel got a facelift, instead of forcing you to change game speed by 0.25 increments, it displays 4 presets (x0.5, x1, x1.75, x2.5) you can click directly. The keyboard shortcuts are left unchanged and can still be used for a more gradual change.



The combat UI got standardized. Buttons related to the main menus are still visible and put in the same spot as in build mode. As usual, all keyboard shortcuts are the same in build & combat mode.

The "set/go location" buttons have been removed as those features have been made obsolete by the patrol zones. In the same spirit, in the survivor's menu, the "military settings" panel now allows you to check or assign a patrol zone.

[h2]Trap Menu[/h2]

The various traps no longer use the default "Furniture" menu. They got their own:



Outside of displaying the general info about the trap, it's also tracking it's status. If it needs to be reloaded, it will tell if someone is on the job or if it's still waiting for someone to take said job. If it needs electricity but isn't supplied, it'll also tell you about it.

[h2]Bug Fixes[/h2]

Outside of a potential crash when leaving a manual combat (or exiting the game), this is fixing a problem that would render fall traps ineffectual and another that would prevent dead people from dropping the damaged version of their armor or weapon, as such expect a lot more damaged stuff (on top of the usual loot) after defeating soldiers and other bandits.

[h2]Full Changelog[/h2]

  • UI: Zones with no build requirements (trading, repair...) have this field replaced by a short description of the zone itself
  • UI: Standardized colors, alignment and formatting of all room and zone menus
  • UI: All zone related menus have a new row of buttons allowing you to resize, move, duplicate and delete the selected zones
  • UI: Farms can be resized and moved within obvious limitations
  • UI: In farm menu (and crop info panel), output plant field can be clicked to display the plant's info panel
  • UI: Removed room quality information from zone menu when that information is not relevant
  • UI: Added inventory space of depots in building menu
  • UI: Reorganized Combat UI: main menu buttons are no longer hidden and removed deprecated patrol buttons
  • UI: Reorganized military panel in the individual survivor menu to use the patrol zones instead of the deprecated system
  • UI: Game speed panel with 4 presets for speed (0.5, 1, 1.75 and 2.5 presets), the keyboard shortcuts still work as usual
  • UI: Traps got their own menu displaying reload status & general statistics
  • Fixed: Fall traps not working properly
  • Fixed: Problem that would prevent dead people from dropping broken weapons
  • Fixed: Specific crash on exit and/or when exiting a specific manual combat map generator
  • Fixed: NPC would spawn with twice the ammo they should normally have
  • Fixed: Clicking something when a zone/room menu is open wouldn't switch the menu to whatever is selected

0.9.0.5: Bandit Hideouts, Fixes and Tweaks

Hi peeps!

Well, this was supposed to be a small hot-patch to conclude the post 0.9.0 bug-fixing pass, but I got carried away. :)

This is compatible with older saves (0.8.5+ with the usual caveats) and mods.

[h2]Job Distribution[/h2]

I have to admit that I'm a bit ashamed not to have done that sooner. But thanks to a suggestion from Dr_V on how to proceed in a way that wouldn't bog down the pathfinder by tons of requests, I added a way for survivors to pick jobs close to them in priority.

While the system is imperfect and added at the last minute (it'll be improved further), in practice it heavily reduces the occurrences of jobs being accepted by someone at the other side of the map instead of someone close by. A very good example is when you have an orchard: instead of having settlers from all over the map retrieving stuff one tree at a time, the same 2-3 survivors will generally go through most of the trees in one go.

Additionally, when loading a save, base activity will resume in a much less disruptive way, as people will (generally) be attributed jobs in close proximity.

[h2]Bandit Hideouts[/h2]

This one is using the new 0.9 mechanics. From time to time, you'll get an event telling you that a bandit hideout has been established in the area. They behave like a minor faction. The hideout act as the main base which you can destroy with your own expeditions. It does not grow in strength over time, but it sends small raiding parties on a regular basis (one every day and a half, give or take).

Those raiding parties are quite small but still target any location they consider hostile or which contain loot. This includes any outpost of any faction, your own base and undefended locations. They aren't a major threat by themselves (6-8 bandits), but can grind down your defenses and disrupt your plans by taking over locations you've previously cleared if left unattended.

[h2]Map Generations & Graphics[/h2]

While this will only be visible on new games, the procedural map generator uses more graphical assets, and take advantage of mods providing alternate textures for furniture. You'll likely notice more table, sofa, tv, and seat variations.

More importantly, the building generator is less likely to produce rooms with doors blocked by impassible furniture, especially in the underground bunker. It's not perfect, and not meant to be either (it's the apocalypse, not an ikea display :p), but it's still an improvement overall.

I also replaced the textures for the (stone) water well and spider nests and the by less ugly content. Speaking of spiders, they got their own sound effects, replacing the generic monster effects.

[h2]Notable Balance Changes & Fixes[/h2]

I'm not sure how I didn't notice, but 0.9.0 was accidentally miscalculating Maximum HP for pretty much everything. In practice, it led most survivors to have a lot less HP than they should, but was impacting monsters with lot of HP much less.

It's no longer possible to keep your underground base hidden by using an already existing stair. Now, the base is considered visible the moment you build anything (zones included) on the surface.

A bug in plant reproduction was also preventing newly spawned apple trees from being recognized as being owned by your faction, preventing you (and your survivor) from interacting with them.

Finally, a bunch of small issues tied to hordes have been fixed.

[h2]A Few Words[/h2]

This should be the last patch for 0.9.0 proper (unless there's a major problem). I'm now going to work on a few new features while improving the existing stuff.

Namely, I'll be adding the ability to relocate the base (which shouldn't be a problem). Add optional defensive manual battles when your outposts are attacked while trying to make those encounters (in general) a bit more varied and interesting. Manned turrets should be there too. And if i get the time, digging AI for some of the mobs alongside other mob-specific unique behaviors.

Cheers.

[h2]Full Changelog[/h2]
  • AI: When possible, survivors will look for a nearby job before considering the whole list (leading to overall better productivity)
  • Balance: Fixed exploit where using stairs from the map would allow to keep the base hidden (building anything on the surface will reveal base now)
  • Balance: Removed critical hit chance from spider webs, further damage reduction as I sorta forgot about the shotgun effect at close range last patch
  • Balance: Slight HP increase globally to account for higher lethality in recent patches (more meaningful tweaks to come)
  • Balance: Prevented different species of trees from ignoring each other, reducing overall density in maps with different species
  • Balance: Animal hordes no longer clear map locations for you, they will replace whoever defended the place instead
  • Content: Bandit hideouts can appear on the world map over time. They send bandits groups to attack nearby locations or a regular basis.
  • Engine: Much better performances when a lot of building jobs are queued
  • Graphics: Minor graphical tweaks to procedurally generated content (lamps turned off, more seat/table variations, wrecks...)
  • Graphics: Recolored and thinner windows to make them easier to differenciate from the metal doors
  • Graphics: Replaced the spider nest (round hole with webs) by an animated model (pulsating eggs under webs)
  • Graphics: Replaced stone water well texture by something looking less... bad :)
  • ProcGen: Map-gen uses furniture from the list you can build when possible instead of duplicates, taking advantage of added/modded textures
  • ProcGen: Buildings less likely to have impassible rooms and much less likely to have doors blocked by furniture
  • Sound: Spiders got their own sounds & grunts (hit, webbing, death) replacing generic ones
  • UI: Made it more explicit (in left/right click tooltip) that furniture already on the map cannot be used
  • UI: Added missing right click menu and tooltip for turret slot in settler/npc info screen
  • UI: Tooltip about plants inform you of their growth stage & fertility
  • UI: Default layer hotkeys moved from "home = surface" and "1-9 = underground" to just "1=surface" and "2-0 = underground" for practical reasons
  • Fixed: Some furniture couldn't be moved when starting in the underground bunker
  • Fixed: Maps could spawn with items placed on the ground (containers destroyed during map gen), which could cause settlers to go on a suicidal 'adventure'
  • Fixed: Map debris could provide decorative value
  • Fixed: In arid biomes some of the trees were still spawned as inert objects instead of using the new system
  • Fixed: Right clicking expedition equipment in garage screen would show panel for the transport instead of the item
  • Fixed: If a travel event triggers at the same time an expedition reaches its destination, it would get stuck until it's moved again.
  • Fixed: Spider and scorpion nests could be decayed and thus "broken" during map generation
  • Fixed: Issue causing a miscalculation of maximum hit points, ignoring traits and other stat altering effects (regression bug in 0.9)
  • Fixed: In the "Custom Map" scenario, switching back & forth between surface and underground tabs would reset map size settings
  • Fixed: Occasional issue introduced in 0.9.0.3 with the way recreation & sleep needs are handled
  • Fixed: Plants wouldn't inherit faction ownership from parents, which in the case of apple trees would prevent interactions
  • Fixed: Some combinations of horde settings could leave attacked/infected buildings with the wrong faction ownership
  • Fixed: Water collector menu occasionally jittering when refreshed

0.9.0: Patch 3

Hi there,

Normally I would have waited for the weekend before publish this patch to make it a bit bigger, but I found a problem preventing the game from auto-saving (and sometimes from saving at all) when prisoners are on the map. Due to the gravity of this issue, I'm pushing it early.

Outside of the various fixes, Spiders' "throw web" ability has been altered. It was never supposed to be a damage dealer, but ended up being fairly deadly against non armored survivors. As a result, both its damage output and rate of fire have been halved, but the projectile is much faster and the "webbed" effect is stronger.

Additionally, clicking on the star rating (defense) in the map location menu will open a panel displaying a list of all enemies located there. This should make it easier to plan your expeditions ahead.



There should be another patch in the same spirit next week. After that (and barring any game breaking bug being reported), it'll be time for me to complete the remaining features planned for the 0.9x branch.

Cheers.

[h2]Full Changelog[/h2]
  • AI: Minor tweaks to the way people satisfy their needs, reducing CPU consumption and removing "interact" job spam
  • Balance: Spider "throw web" ability: damage and RoF both halved, projectile speed doubled, 'webbed' effect is stronger
  • UI: Clicking on the swords in the location info screen displays the list of enemies/people located there
  • Fixed: In combat mode, right clicking over a recently destroyed item / dead person wouldn't tell your soldiers to move there (they'd try to "attack" it instead)
  • Fixed: After an expedition's manual combat is over, you would stay in combat mode
  • Fixed: Zombies (and probably other hostiles) attacking doors instead of you during horde/location encounters
  • Fixed: Butchering a prisoner wouldn't unassign them from their cell
  • Fixed: When fighting a horde over a map location, the hostiles would not be flagged with the appropriate faction
  • Fixed: Under some conditions, standard fauna (scorpions, crabs...) would spawn on top of the planned horde/location encounter
  • Fixed: Hordes could attack & destroy AI factions' HQ, despite the faction still controlling other locations, slightly breaking the game's logic
  • Fixed: Save/Autosave failure when prisoners are on the map (regression bug in 0.9.0)
  • Fixed: When building a map, the game would turn hostile turrets into "debris", which causes minor problems with targeting and AI logic
  • Fixed: Prisoners would still try to recover forbidden items on the ground
  • Fixed: After grabbing something from a tile, people would ignore "forbid item recovery from tile" settings when looking for nearby tiles with same job