0.8.6.2 Patch: Optimization Pass
Hey there!
Here's the first update for 0.8.6. This time I heavily focused on improving performances, especially during raids. It still includes the usual batch of fixes and UI improvements. Full changelog at the end, but I really want to mention the important bits :)
[h2]Optimization Pass[/h2]
While the game's performances are, in general, very good. There was still a couple cases where they would go down significantly during very large enemy raids. Even more so when your base is fully walled off while a raid is ongoing, in that case, the game would have frequent micro-freezes.

While, obviously, it depends on your CPU (and the map size to some limited extent), the game can now happily deal with more than 200 raiders at a time without slowdowns or freezes, no matter if the base is walled-off or not. Such numbers being way beyond what you'd normally encounter in a non modded game, I'm pretty satisfied.
The improvements are not limited to the raids. People who love mega-bases with 150+ survivors will enjoy slightly better performances. Map generation is faster, especially on maps with many underground layers. Save-games are smaller and take less time to process. Finally, the game's memory footprint has also been reduced.
[h2]UI and Fixes[/h2]
The recently introduced keyboard shortcut to c[o]py stuff you have already built is better at its job. Now if you try to copy a factory, the copy will have the same queued recipes and if you copy a depot, the new one will have the same settings.

The "new game" menu also got larger, nice title images for the scenarios.
Oh, there's a bug fix I want to mention as it might be related to some comments I received. It's apparently quite old. I never noticed it but I can see why it would affect the base of new players.
Basically, there was a logic issue in the crafting stations, if the base has resources for only one instance of a given recipe and those resources are not close-by, the station could be tricked into thinking that there's no longer enough resources when the worker is gathering them. It would then cancel the order, and loop to the next item in the queue if any. Anyway, this should be fixed.
And for the price of the silliest bugfix in a while. Apparently, it was possible for a dead body to go around doing jobs, hanging out at the lounge and so on. It could happen when someone dies of negative traits (like blood loss) while being in the hospital. The dead will stay dead now :)
[h2]Full Changelog[/h2]
Here's the first update for 0.8.6. This time I heavily focused on improving performances, especially during raids. It still includes the usual batch of fixes and UI improvements. Full changelog at the end, but I really want to mention the important bits :)
[h2]Optimization Pass[/h2]
While the game's performances are, in general, very good. There was still a couple cases where they would go down significantly during very large enemy raids. Even more so when your base is fully walled off while a raid is ongoing, in that case, the game would have frequent micro-freezes.

While, obviously, it depends on your CPU (and the map size to some limited extent), the game can now happily deal with more than 200 raiders at a time without slowdowns or freezes, no matter if the base is walled-off or not. Such numbers being way beyond what you'd normally encounter in a non modded game, I'm pretty satisfied.
The improvements are not limited to the raids. People who love mega-bases with 150+ survivors will enjoy slightly better performances. Map generation is faster, especially on maps with many underground layers. Save-games are smaller and take less time to process. Finally, the game's memory footprint has also been reduced.
[h2]UI and Fixes[/h2]
The recently introduced keyboard shortcut to c[o]py stuff you have already built is better at its job. Now if you try to copy a factory, the copy will have the same queued recipes and if you copy a depot, the new one will have the same settings.

The "new game" menu also got larger, nice title images for the scenarios.
Oh, there's a bug fix I want to mention as it might be related to some comments I received. It's apparently quite old. I never noticed it but I can see why it would affect the base of new players.
Basically, there was a logic issue in the crafting stations, if the base has resources for only one instance of a given recipe and those resources are not close-by, the station could be tricked into thinking that there's no longer enough resources when the worker is gathering them. It would then cancel the order, and loop to the next item in the queue if any. Anyway, this should be fixed.
And for the price of the silliest bugfix in a while. Apparently, it was possible for a dead body to go around doing jobs, hanging out at the lounge and so on. It could happen when someone dies of negative traits (like blood loss) while being in the hospital. The dead will stay dead now :)
[h2]Full Changelog[/h2]
- AI: Raiders no longer look like they are all acting in perfect sync thanks to the randomization of the time they stay idle
- Balance: Slightly reduced at which rate small plants reproduce (to reduce the amount of "gardening")
- Balance: Increased healing rate of doctors
- Content: New expedition event: mutant mercenaries which can be recruited
- Engine: Massively improved performances in raids when the player base is fully walled off
- Engine: Further improved performances during raids in general
- Engine: Increased map generation speed, especially on maps with many underground layers
- Engine: Reduced savegames size and increased save speed
- Engine: Reduced memory consumption, especially in large/deep maps
- Engine: Additional performance tweaks, because why not
- Modding: Added "DefaultFaction" field to factions, if set to false, this faction won't be loaded unless specified by a scenario
- Modding: Added "AllowedFactions" (faction id list) to scenario files, to replace the factions with a "DefaultFaction" flag by a list of the modder's making
- Modding: Added "BlackListID" in Scenario (Events sub section) files. It works like BlackListTag but is used to blacklist events by their filename
- Modding: Added "DisableTech" to Scenario files, prevents techs in the list from being researched or looted
- Modding: Added "LootSurvivor" to Scenario files, overrides the default npc file who "looting" a POI for survivors
- Modding: Clutters' PlantData field can be accessed in LUA
- UI: The shortcut to copy furniture will also copy the settings of the depot or factory if one is to be copied
- UI: Added Mo[v]e shortcut to move selected/hovered furniture around
- UI: Sorted recycling bench recipes by alphabetical order
- UI: Made scenario selection screen prettier with larger title images
- Fixed: In dev/creative mode, the placement of objects you haven't the tech for was disabled (regression bug in 0.8.6)
- Fixed: Exploit where making a tile incompatible with a wild tree could accelerate its growth, trees on the wrong tiles will just self delete after a while now
- Fixed: Wild trees wouldn't take roofs into consideration
- Fixed: There was still a room in the starting underground bunker which could spawn with a broken lamp
- Fixed: If someone dies as a hospital patient, they could enter some weird zombie state where the dead body would keep doing jobs for a while
- Fixed: Planted trees could be moved
- Fixed: The game wouldn't "untag" tiles after removal, which could cause constructed tiles to be removed by error after loading a save
- Fixed: Logic issue with recycling and crafting stations: if there's resources for only one instance of a recipe, it might not complete if they are too far away
- Fixed: Already discovered technology could be looted multiple times from map locations (wasn't breaking anything but was annoying)
- Fixed: Doors on the map (already placed ones) could be tagged as "Debris" which could interfere with some of the game's logic
- Fixed: Misc minor issues