1. After the Collapse
  2. News

After the Collapse News

Devlog: Expedition Overhaul

Hi there!

With me working on the next big update, it's a good time to go into more details about the planned expedition overhaul. Of course, as with all my "design" articles, everything I'm going to write is subject to change depending on how things go during the implementation and testing phases.

[h2]Identifying the problems[/h2]

Before replacing a perfectly functional feature, it's a good idea to know why. It's especially important when it's the second time you're doing it, as there definitely won't be a third full rewrite. So let's look at the different problems with our current system. Of course, your mileage may vary. Not all points will have the same weight to everyone.

[h3]1) Only one expedition at a time[/h3]
This is probably the most obvious problem. No matter how large is your base, no matter your tech level, only one expedition can run at the same time. This is especially annoying when you have to clear a location before looting/claiming it. In the current system, it means that you need to run at least 2 expeditions in a row. Also, due to this limitation, there's only so many things I can do on the world map before things become too cumbersome.

[h3]2) The world map is too static[/h3]
In other words, the city is a pretty boring place to look at. This is, at least partially, a result of the first problem. The places you can go to are set in stones. Outside of one late game special event, there's no destinations being added, removed, changed or moved over the duration of the game. For instance, someone mentioned to me recently that "rare traders" (trading artifacts and such) were too rare. With a different system, such traders could instead spawn in the city for a specific duration, and one of your expeditions could try to reach them. In the same spirit, herds of creatures could move around the map for hunting purpose. Bandit lairs could periodically spawn and make some areas more dangerous until they are dealt with.

[h3]3) The current system feels disconnected from the main game[/h3]
This is of course a matter of opinion. Still, expeditions are entirely menu driven and visible on the city map only. Outside of production centers, expeditions are pretty much a separate minigame running within the main game. The removal of the "expedition planning table" from the very first version, while necessary at the time, was probably a step in the wrong direction in that regard.

[h3]4) Very limited "exploration"[/h3]
For something called "expedition" in a survival post-apocalypse game, there's very little exploration going on here. Of course, with the current system, it's literally impossible to "explore" the city map. I don't think that having to launch an expedition just to "uncover" terrain would be well received. I don't think that adding a complete fog of war over the city would make much sense either. It's safe to assume that people would have a map or some mental image of the city they live in. On the other hand, it feels weird to have perfect knowledge of the city from the get go (every location you can repair, every faction and their HQ..).

[h3]5) Hands-off battles[/h3]
Last but not least, off map battles, to clear a location or wipe out bandits, are done through dice rolls. While it's a perfectly okay choice for most encounters, it's a bit of a missed opportunity. Especially in specific situations like attacking a faction HQ, getting rid of the late game Abominations, etc. having the option to go through a real combat would be a lot more impactful.

[h2]Planned Changes[/h2]

Assuming everything goes according to plan, the way expeditions are handled will be scrapped pretty much entirely and replaced by a system closer to what can be seen in games like Frostpunk or Surviving the Aftermath. In short, expeditions will become tangible agents you can move around the city map pretty much freely.

[h3]Setup and Settings[/h3]

The general idea is to add a "garage" building to the game. One garage equals one expedition/group. Said building will be where you assign people to your group. But more interestingly, it's also where you'll be able to customize it. I'll add a new item category dedicated to improving the efficiency of your expeditions. As an example, a car would improve movement speed and cargo space but would make the group more likely to be ambushed. A metal detector would improve loot chances. You get the idea. Once the group is setup correctly, press the launch button on the menu associated with the building. Selected survivors will exit the base and appear on the map as a new group for you to command.

[h3]City Map[/h3]

The newly created group will appear on the city map screen. From there, you'll be able to move it around like you would with a combat unit. Moving around the city will, obviously take time, which is when the "random" events can appear (one chance per tile, with a long per tile cooldown). Assuming you move one of your group to a point of interest, a context menu would appear. Basically the same as the current "Attack", "Loot" and "Takeover" options. The main difference being that when the action is over, your group will stay in place ready for more orders. If your cargo is full of loot, you might want to bring them back home, otherwise, you'll be able to move on to a another location.

[h3]Combat[/h3]

The "Attack" option, available when a point of interest is occupied by hostiles (or when dealing with other factions) will get, on top of the usual "auto-resolve", the option to generate a small combat oriented map. If a player is willing to fight off a bunch of soldiers, abomination or mercenaries by themselves, more power to them. Such encounters will be self-contained "time bubbles". For simplicity sake (and my own sanity), the rest of the world will be paused until the situation is dealt with and ammo consumption will be ignored.

Don't expect good combat maps in the first few releases, though. There's a lot of things to do already, mapping will come, just not until all of this is working properly.

[h3]Benefits[/h3]

There are a lot of benefits to this system. Obviously, multiple expeditions to be managed at once. You can chain multiple "missions" without having to go back and forth. With the dedicated equipment / items, you can customize each group for a particular task. More to the point, with this system, there's a lot more things that can be added in the future. For instance, groups could have a limited field of vision, so you can uncover special locations by exploring the map. Biomes can have an impact now as well. Places like the scorched biome could need a specific car type or special suits for your group to explore.

Later on, I could add rivers to the city which you can only pass-through via one of the few remaining bridges. AI factions would start to use this system as well: instead of "teleporting" assault teams to your base (or one of your production centers), they'd send groups you could potentially intercept with one of yours. Same could go for bandits, or even the larger animal migrations.

[h3]Other Changes[/h3]

To keep things smooth, survivors you find during exploration will likely travel to your base on their own. I'm not entirely sure how to fill production centers with workers yet, probably similarly to what I do now: once the location is clear, your group will be able to call home and ask you who to send. It'll just "teleport" your workers there (well, timed teleport to simulate travel time for immersion purpose).

I'll have to modify the "Exploration" branch. I'll remove radio, range and movement related techs, as they will be obsolete in that context. New ones will be added to control the max number of groups you can run simultaneously. Same goes for the equipment, which will likely be a mix of tech and loot you can find.

And, of course, I will need to edit the UI to take all that into account. Outside of the obvious new menu for the garage building, we'll need to keep track of our expeditions from the main UI. It would be too bothersome to switch between the game and the map just to keep track of each group. This is what the vertical space under the mini-map will be for. Each group will be represented by its own icon and subtext. Subtext will be something like "awaiting order", "resting", "looting"... Clicking on the icon will of course switch to the world map and center the screen on the associated group.

[h2]Conclusions[/h2]

So, that's the general plan. Not gonna lie, it's going to take me a few weeks (at least) to get close to all that. I'll probably need a few more weeks for bug fixing and polishing. Depending how long it takes in total, I might divide the overhaul into 2 releases. The surface (groups, garage, items) stuff first. Details (combat, biome impact, FoV, etc.) second. I'd rather not, but Valve's metrics tend to go down the shitter when you don't release anything for too long.

Once this feature is completed, it'll be time to schedule the next price increase for the game. It'll be moved from $11.99 to $12.99. For reference, the 1.0 (first version out of EA) should be released at 14.99. This is half of Rimworld's price, which sounds more than fair to me.

[h2]The Future[/h2]

After we're done, it'll be time to work on a building and map editor, so players (and me) can make and exchange hand-crafted content via the workshop. Not entirely sure how things will go yet, but the idea is to offer more varied spawn locations, and make it synergize with the combat stuff mentioned above, again, to offer more interesting maps than what the generator can make on its own.

This should conclude the 0.8x branch feature set. We'll talk about 0.9x later :)

Cheers!

0.8.2 Release : Hot-patch 4

Hi there!

This technically shouldn't be called a "hot-patch" given there are structural changes that people need to be made aware of, but it's a bit too late for me to change my version system. :)

[h2]Pathing Changes[/h2]

The main reason for this update was to address a old bug which was causing settlers and animals to, sometimes, be teleported to the wrong side of a wall. Basically it would happen when something is pathing around a corner and gets worsened when a game is saved right when this happens. For barely half a second, the peon was technically "in the wall" which could force the engine to forcefully push it outside, not always on the correct side.

As such, instead of pathing diagonally through a the corner of a house, they'll path around it. It gives a more natural looking movement. There's a downside to this change, though. One movement type that was possible in previous versions is not anymore. Best way to illustrate is with a picture:



Moving between corner-adjacent obstacles is no longer possible. Settlers will go the long way around. If parts of your base is relying on people moving diagonally through a bunch of depots/walls, those parts have to be redesigned to allow access.



I know this fix is going to be slightly annoying to some of you. But at this point in time, it's the only valid choice I have to fix the issue.

There's an upside, some fairly frequent calculations (flood fill) done by the game are now a lot less CPU intensive, which should help with performances on very large maps.

[h2]Build in Combat Mode[/h2]

Build mode keyboard shortcuts are now working in combat mode. As such, and assuming you know your shortcuts, it's possible to build, cancel and raze stuff from the combat UI now.

This should be especially useful with "special projects" that require active guards, like walling off parts of the sewers or securing a spawner to make a food or giant egg generator. You won't have to switch between build & combat mode nearly as often.

This is still a bit experimental, but so far my testing hasn't found any deal breaker.

[h2]Biome Specific Weather[/h2]

Biomes can have their own weather patterns, and even weathers which are unique to them. For instance, in the scorched biome, "acid rains" have been replaced by a way deadlier "blood rain" version and cold waves can no longer happen.

In the same spirit, arid biomes no longer have cold waves, and rain is much less frequent. Swamps have no heat waves and it's raining more often. Most other biomes are left unchanged for now.

[h2]Notes[/h2]

This is still a hot-patch, technically. As such, there's no compatibility problem to expect. Just keep aware of the changes in pathing.

Beside that, devlog about 0.8.3 incoming sunday :)

[h2]Full Changelog[/h2]
  • Balance: Given all animals a very slow (only outside combat) health regen ability to compensate for the fact they can't heal on their own otherwise
  • Change: It is no longer possible for agents to path through diagonally-adjacent walls/obstables
  • Content: Weather patterns depend on the biome you spawn in (swamps get more rain and coldwaves, arid less rain and more heatwaves, scorched is hellish)
  • Content: Scorched biome: acid rain replaced by blood rain (local mobs are generally immune to its effects) and the water there is now red.
  • Engine: Slightly improved overall performances on large maps
  • Engine: Switching to/from the world map is now near immediate instead of freezing the game for a good second
  • Modding: Some mapgen/terrains files have a new "WeatherPatterns" field (see arid.json or humid.json)
  • Modding: Weather pattern files have a "CanUseInProcGen" true/false setting, if set to false, this pattern will only show up if it's included in the terrain's data
  • Modding: Added "CanSocial" true/false to npc files (to enable/disable relation tab/funcs on relevant npc types)
  • UI: Updated some of the tutorial and game-tip messages with more accurate/useful information
  • UI: Right clicking zones in the build menu will display a detailed info menu like it does for other objects
  • UI: Added "Zones" category to the encyclopedia
  • UI: Most of the build mode keyboard shortcuts are now working in combat mode (building, razing, cancelling and most menus)
  • Fixed: Messages about brawls would incorrectly indicate that all brawls are from your survivors (even if it's between hostile people in a bunker)
  • Fixed: The biome dropdown in custom game / underground menu was clipped incorrectly
  • Fixed: Basements could spawn on the surface in some scenarios
  • Fixed: Frenglish "recolt" changed to "harvest", and corrected other outdated information in the tutorial
  • Fixed: On rare/specific occasions, agents could end up on the wrong side of a wall (after loading a save, especially), this
  • should* be fixed
  • Fixed: Animals, zombies and robots spawning with the "social" module, unnecessarily consuming CPU cycles (not many, but hey)
  • Fixed: Zombies weren't immune to the heavy version of acid rains.
  • Fixed: In some underground scenarios, "surface events" (new recruits, traders...) could still happen before the player breaches the surface

0.8.2 Release : Hot-patch 3

Here is the third small patch for 0.8.2.

As mentioned in the previous post, this one is fixing specific issues reported on the forum, discord and through email.

The most notable one is a bug introduced in the last patch causing issues when trying to add people to an expedition. It should also give better performances on maps with a lot of mobs (the Arachnophobia scenario is a good example of such). Outside of that, it's either very minor or situational improvements/fixes.

With 0.8.2 in a good place now, I will mostly focus on 0.8.3. Outside of unexpected reports of crashes or major issues, we shouldn't have many more hot-patches for this version.

Cheers!

[h2]Full Changelog[/h2]
  • Change: Animals queued for butchering will no longer reproduce/give birth (to make population control less of a hassle)
  • Engine: Better overall performances in maps with a lot of hostile mobs
  • UI: Zone placement (walls, rooms, floor..) should be more responsive
  • Fixed: A fix in the previous patch had the unforeseen consequence of messing with the selection of expedition members. It's fixed for good this time.
  • Fixed: Lasso selection being shown during zone placement (which was confusing as zone placement is not a lasso selection)
  • Fixed: Reported crash after switching resolution to/from fullscreen (possibly, couldn't reproduce)
  • Fixed: Right-clicking on 2x2 tiles (or larger) objects to issue an attack order would only work if clicking on the top-left corner of said objects
  • Fixed: More very minor issues

0.8.2 Release : Hot-patch 2

Here is the second patch for 0.8.2

This patch adds keyboard shortcuts to switch between layers so you don't have to constantly click on Up/Down button/shortcuts if your base layout is vertical. The default settings are [Home] key to go to the surface and the 1-9 keys to access each underground layer (assuming they exists). As usual, you can rebind those keys in the game settings to fit your needs.

I've also fixed a bunch of not-so-recent bugs and other minor issues. Most notably, you are no longer forced to click in the top-left corner of a large object to properly select it (old time players will appreciate). Another long time running one causing crafting stations' "Add Job" to edit the first job entry as well. I also fixed a couple of expedition related issues.

A few more issues have been reported on the forum, discord and emails. I'll get over them ASAP :)

[h2]Full Changelog[/h2]
  • Balance: Raids with giant crabs should have more "normal" ones and less "sand/fireball" ones.
  • Change: Single recipe factories, like wells and water purifiers, are no longer in that weird paused state once built (as it was sorta confusing)
  • Graphics: Forges and Weapon Forges graphically show what's being built (like most of other factories)
  • Graphics: Both dark and bright night settings are a bit less dark
  • UI: Added keyboard shortcut to go back to the surface (home key by default)
  • UI: Added keyboard shortcuts (top 1-9 keys by default) to directly send you to the associated underground layer (if it exists)
  • UI: Messages like "going to {coordinate}" are formatted in a more legible and compact way
  • Fixed: The selection/highlighting of large objects is now working properly, it's no longer required to click near their top-left corner
  • Fixed: During expeditions, people who are already dead could still get damaged, receive wounds, etc. causing misleading messages in the log
  • Fixed: Settlers with the "soldier" job would never get the intended armor on spawn
  • Fixed: Potential multithreading related crash (due to the way some of the debug information was logged in the background)
  • Fixed: If an autosave is done at the very end of an expedition (recruit/result panels), it could prevent the settlers from respawning properly when loading said save-game later on
  • Fixed: Weird behavior in crafting stations, causing the "Add Job" button to edit the first job entry as well
  • Fixed: In the trade menu, you could go over what's actually in store by using the mouse-wheel to set the value
  • Fixed: Typo in "hospital bed" description
  • Fixed: The "Live egg container"'s description was incorrectly stating that eggs decay over time (they don't)
  • Fixed: Trying to access the world [M]ap during the tutorial -> crash. The option is disabled now.

0.8.2 Release : Hot-patch 1

Here is the first and obligatory patch to the 0.8.2 update ːsteamhappyː

It's fixing a problem in the Scorched Earth scenario. Due to an oversight on my part, the mutagen associated with said scenario was tagged in a way that made it invisible to the pharmacy. This is now fixed (pre-patch mutagens will work too).

As usual, expect a few more small patches in the same spirit while I am working on the next major update.

Cheers!

[h2]Full Changelog[/h2]
  • Fixed: Heat Resistance mutagen not showing up in the pharmacy screen
  • Fixed: Loading a game with modded farm plots after removing/disabling the associated mod would cause a crash. It will disable the farms instead now
  • Fixed: Missing french translation for the Heat Resistance Mutagen