Hey!
Here's the 4th weekly patch for the 0.8.5 update. This time we have two new requested features, a bunch of balance changes, and the usual bug killing pass. Expect another one next week, followed by a devlog about the next proper update.
Before we start, I want to take a moment to thank everyone who've sent proper bug reports and feedback to the forums, discord or even by email. I don't say it nearly often enough but taking time out of your day to contribute to the game is incredibly nice and helpful. ATC wouldn't be anywhere close to what it is now without your help. So, again, thank you very much, all of you!Anyway, full changelog at the end, previous save-games (0.8.3+) and mods are compatible. Let's get to the notable improvements:
[h2]Flee From Expedition Battles[/h2]
As promised, the ability to flee from a manual combat encounter (during expeditions) has been added. As shown in the screenshot, a "white flag" button replaces the usual green/red fist during those sequences.

You can press the button at any time. However, it's not entirely free. Any survivor with less than a total of 50% HP left has to roll against their movement speed statistic
(if someone has 60 speed stats, they have 60% chances to flee unharmed). If the roll fails, they will either be killed or receive a random amount of HP damage (which might also kill them if their health is very low).
While I'm still talking about expedition battles. Yes, I am fully aware that the auto and manual battles are not scaled; Generally speaking, auto battles are way more likely to be a win (without even taking damage). This will be addressed very soon.
[h2]General Storage Menu[/h2]
This is one of the oldest menus in the game. It probably hasn't been updated since v0.6. Long story short, a makeover was long overdue. It's now, like many other menus, multi tabbed.
We have a summary page which details the essentials, like food and fodder (separately, yay!), water & dirty water (again, separate) and all the basic early game resources. Please note that the "total storage" gauge can be misleading: it's not because your total storage space is 40% full that you can still store a specific item. It all depends on your individual depots' settings.

Then we have the "containers" tab, which is basically the old menu, except that mouse scrolling works a lot better.

And then we have several tabs for specific subjects: the "armory" listing all your weapons, armors, ammo and artifacts; the "pantry" detailing all your food; the "resources" listing all basic, manufactured and fuel items. I might (or not) add tabs for the non covered categories later. (yes, I am aware those screenshots don't have the resource tab, but it's in the game, screenshots are just a bit old)

More importantly, all those additional tabs are mod friendly, and will list everything you have instead of picking from a pre-selected list of items from the main game. Before you ask: yes, you can click any item in the list to display their encyclopedia info screen.
[h2]Balance[/h2]
In my unending quest to make skills more relevant:
- People with a below average Medical skill have a chance (a roll(1000) against medical skill) to fail when using a medical item to fix a wound or illness. On failure, the item will be wasted and a new one will be necessary. To keep things relatively friendly, the roll doesn't happen when the medical skill is over 600. Past that point, this skill only influences the pace at which injuries are healed. And yes, I know this 600 threshold should depend on the item, It will likely be a thing in the near future.
- The prison guard skill has been fleshed out. Until now, only the social stat was taken into account when chatting with prisoners (or trying to convince them to join the settlement). Now it's 2/3 this skill and 1/3 social stat. Each interaction, positive or negative, with a prisoner will increase the prison guard skill. Successful ones giving more skill points than failures, of course.
Also, the recently implemented traps (spike and fall traps) got nerfed. Sentient enemies (pretty much anything on 2 legs) have a chance to "dodge" traps now. The dodge chance depends on the "Perception" stat of whoever triggers it. The more modern the item, the lowest the dodge chance. Dodged traps are still triggered and will need to be reloaded. Note that this can be modded (both difficulty and stat being tested). The new info is included in the trap's right click / encyclopedia menu. Robots and animals will still trigger traps 100% of the time.
[h2]Savegame and Mod Compatibility[/h2]
As I said at the beginning, it's compatible, but there's one detail I need to address. While it's not game breaking by any stretch of the imagination, it's still worth mentioning.
One of the bug fixes in this version is:
- Fixed: Clicking "Enable All" button on a depot would allow items that the depot is not supposed to accept (eggs in a non egg container)
Depots now work as expected. However, if you've clicked those buttons on existing depots, especially if you're using one of Mack's modded large depots dedicated to a specific item type (or my base game egg container) in a save-games, well, those depots won't fix themselves. The easiest way is to click "Disable All" then "Enable All" to reset them.
It's still a very minor problem. If you haven't noticed anything wrong, it's probably because you don't need to change anything. But if you're wondering why "this depot which can only accept this item type" is full with "that other item type", well, you might want to reset it.
[h2]Full Changelog[/h2]
- Balance: Traps have a chance to fail (depending on trap, it tests an enemy stats against a value, info in trap's info screen)
- Balance: People with a low medical skill have a chance to waste a medical consumable without fixing the wound/illness they were trying to fix
- Balance: The Prison Guard skill now influences the likelihood of increasing compliance on prisoners, and skill increases with prisoner interactions
- Content: Added ability to retreat from manual combat (during expeditions)
- Content: Added Prison Guard former job for settlers (police and soldier also influence this skill)
- UI: New General Storage menu, replacing what's likely the oldest menu in the game by something a hell lot more useful and prettier
- UI: Added more info about traps in their right click info menu (detection, reload info)
- Sound: 3 more background music tracks
- Sound: All music tracks should now be at roughly the same volume level
- Fixed: Having the garage menu open when it's being destroyed by something hostile could cause a crash
- Fixed: Items not marked as "CanBeHit" could still receive combat damage or be considered valid attack targets (which is what caused the bug above)
- Fixed: Long gauges / progress bars had a small black "zone" on their right side
- Fixed: Not all menus would check if their associated object is still active, which could potentially lead to a crash if destroyed by 3rd party (enemies, explosion)
- Fixed: Exploit where pasting a factory queue wouldn't always reset the progress properly
- Fixed: Doctors wouldn't consume the items they use to treat someone (regression bug from a while back)
- Fixed: Clicking "Enable All" button on a depot would allow items that the depot is not supposed to accept (eggs in a non egg container)
- Fixed: The job used to bring incapacitated people to their prison cells wasn't attributed to the Prison Guard skill
- Fixed: It was possible for vehicles (traders, suppliers) to use stairs which wasn't intended
- Fixed: More text related stuff: typos (mostly faction dialogs), translations, and so on