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0.8.5.4 Patch: More Stuff (tm)

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

0.8.5.3 Patch: Misc. Fixes & Improvements

Here's the third weekly patch for the 0.8.5 version of After The Collapse. Expect a couple more of those before I get back to more content-centric updates. As usual, previous save-games (0.8.3+) and mods should be compatible.

The full changelog is at the bottom, but I want to highlight 2 major improvements:

[h2]Better Eating Habits[/h2]

This is still a bit experimental and under-tested, but it seems to work very well.

When survivors are hungry or thirsty, instead of fetching drinks or food one item at a time, consuming it, and eventually looping back to fetch more, they will now try to retrieve everything they need in one go and then go to the dining room to consuming everything they gathered.

Additionally, drink and food needs are treated at the same time. So if a survivor is very hungry and slightly thirsty, they'll fetch like 2 food and 1 water in one go. As such situations where a survivor would eat something, go to work, and then cancel the job 10 seconds in to go drink something are a lot less common.

Overall it should be a great base productivity boost, especially if the base ain't very well optimized.

The only small downside compared to the previous system is that survivors might consume a bit more food than before. Nothing big, and the added productivity should more than make up for it.

[h2]Depot Presets[/h2]

This new feature is aimed at the more experienced players who like to have complex / optimized settings for their depots.



Simply put, you can now save/load presets for your storage buildings by clicking the small "Preset" button on the bottom of their associated menu.

[h2]Full Changelog[/h2]
  • AI: Whenever possible, survivors will try to gather all the food and drinks they need before eating, saving a lot of travel time (experimental-ish)
  • Content: You can enable/disable reproduction for whole species in the faction / cattle manager submenu
  • Content: Road and Pavement tiles can now be built (construction tech)
  • Content: New exotic egg trader map events (2 variants, after animal care tech)
  • UI: Preset settings can be edited/added/applied to the depots (click the new 'preset' button in their associated menu)
  • UI: If a settler info screen was opened from the population menu, exiting the menu will bring you back to the population menu
  • UI: Added individual neutering checkboxes to all (owned) animals, not just pets
  • UI: Selecting an animal in the pasture or butcher menu will center screen on target
  • UI: Animals marked for butchering have a small icon over them
  • UI: Added ability to filter out young/old/adult animals in butcher screen
  • UI: The "[N]ext Unit" keyboard shortcut can be used both in combat and build mode now. It does keep the settler info panel open (the same submenu if any)
  • UI: The faction logo selector in the new game menu can be clicked to display a complete list to pick from
  • UI: Feedback message if a survivor can't grab food/drink because their inventory is full.
  • UI: Several minor tweaks (menu highlighting, typos, information...)
  • Fixed: On death, survivors wouldn't always put back their job in the queue, which could cause some tasks to stall until a game is saved/reloaded
  • Fixed: Another possible task stalling problem on farms
  • Fixed: Pressing "End Communication" in diplo screen wouldn't send you back to the proper tab in the faction menu
  • Fixed: The "Apply to new animals" checkbox in Cattle Manager sub-menu was always considered to be true
  • Fixed: It was possible to cause a crash when clicking the remove settler in the garage menu
  • Fixed: In combat mode, switching from a settler to a drone with [N] shortcut while the Relation subpanel is open would cause a crash
  • Fixed: Some of the Discount Dan map-event traders wouldn't go back to the correct menu after a purchase
  • Fixed: Marking an animal for butchering wouldn't cancel its associated work (shearing, milking, etc.), occasionally causing survivors to follow the butcher around
  • Fixed: Pressing "Exit to Desktop" would exit to the main menu (regression bug in 0.8.5)
  • Fixed: Disabling a factory wouldn't immediately cancel the job of someone using it

0.8.5 Hotpatch 2

Hey!

Here's the new small week-end patch for ATC. As explained in a previous post, after the last massive 0.8.5 release, I'm now going to focus on smaller scale things like getting rid of long standing bugs, dealing with player/modder requests, and general UI and balancing issues for at least a few more weeks. You can expect roughly a small patch each weekend.

The full changelog is at the bottom, but there are 3 improvements I want to explain in more details:

[h2]Razing / Disassembling / Mining[/h2]

Until now, razing something would yield 100% of the resources. To a point that it was more economical to destroy and remake a damaged wall or turret than to repair it. This is no longer the case.

The amount of recovered resources is, roughly, proportional to the survivor's disassembling (or mining) skill. With the occasional lucky/unlucky dice roll causing all or very little of resources to be retrieved.

Objects using a Furniture type item (like most of the electrical stuff, solar panels, generators, batteries...) can still be safely disassembled independently of that skill.

It means that, at least in the early/mid game, you'll get a lot less bang for your buck when razing stuff. On the plus side, disassembling tiles (pavement, wooden planks...) can now yield resources, which wasn't the case before.

[h2]Population Menu improvements[/h2]

As requested, the population menu can now sort people by wounds/sicknesses.



It also got a small makeover, and many oddities while using the drop down menus have been fixed. Additionally, by default (when no sorting is applied) people are sorted alphabetically.

[h2]UI Feedback about common problems[/h2]

It seems that many new players get into a sort of death loop for which the game doesn't provide any useful feedback.

The problem in question occurs when there's no room to store something that the base produces in great quantities (dirty water and wood are very common culprits). It leads to survivors storing the surplus in their inventory until it's, in turn, full. And when their inventory gets completely full, they can no longer pickup food or water or move other stuff around. This is probably something the player should be made aware of! :)

As a result, if for a reason or another, a survivors is unable to empty their inventory, a message in the log will be posted, highlighting the item(s) and the incriminated survivor. So the player knows that it would be a good idea to build more depots. Additionally, the inventory tab in the individual survivor info panel now displays how much cargo they are carrying (and the total capacity).

There will be more things done to deal with this issue (like the ability for settlers to always be able to pickup food/water that they plan on consuming) in the next patch.

[h2]Full Changelog[/h2]
  • AI: In combat, NPC under fire are better at selecting who to attack when multiple people are attacking them
  • Balance: Disassembling clutter/walls is no longer always returning 100% of resources, it depends on the mining or disassembling skill (whichever applies)
  • Balance: Disassembling tiles can recover resources now (same restrictions as above)
  • Balance: Boosted HP and armor values of Abominations (especially the melee variants)
  • Modding: Traders' money can be modded (Added MinMoney and MaxMoney to the trader events)
  • UI: Settlers are sorted by name in the population screen (default / no filter)
  • UI: Added ability to sort people by illness / wound in the Population menu
  • UI: Drop down menus used to sort people in population screen work better
  • UI: Added feedback when survivors can't store something from their inventory because there is no storage space in the base
  • UI: Added feedback when a survivor can't equip a piece of equipment due to lack of inventory space (or item grabbed by someone else)
  • UI: Added cargo space information to survivor's inventory panel
  • UI: New difficulty setting/cheat to disable death of pets by aging in New Game menu / Difficulty [user request]
  • Fixed: Melee enemies/settlers would stop whatever they are doing each time they get shot at, rendering them a lot less dangerous than intended
  • Fixed: Need values in population screen shown as raw values instead of percentages
  • Fixed: Issue with calculations of weight in individual tiles' cargo. Not sure what issue it might have caused (if any), but it's fixed nonetheless.
  • Fixed: Agents' needs going into negative values (after consuming something or when disabled by trait, job, or something else)
  • Fixed: Loading a save-game with missing mods will no longer spam the same messages, it'll just post one message for each different missing item
  • Fixed: You couldn't toggle active pause on/off or jump to a different layer when placing constructions or zones

0.8.5 Hotpatch 1

Here's the first obligatory hot-patch. It's, as usual, compatible with previous save-games. However, If you are settled in Lost Eden, you will probably have to restart. My apologies for the inconvenience.

Cheers.

[h3]Changelog:[/h3]
  • Fixed: A typo in the "Lost Eden" world file caused some parts of the map to cause a crash when settled in (and other very unfun side effects).
  • Fixed: A rare/new problem with mountain generation in the overworld could cause an infinite map generation loop
  • Fixed: Deleting tutorial critical buildings during the tutorial would cause a crash (those buildings are now protected against raze orders for the duration)

After The Collapse 0.8.5: A New Frontier

Hi there!

So, this is technically the second part of the Expedition Overhaul, but it became much larger than anticipated. We have a lot of content to go over and not everything will be detailed in this article. As usual, I will only list the major changes here, you can refer to the changelog for a complete list.

(source on the official website)

Enjoy! :)

[h2]TL;DR[/h2]
  • Explore a whole new array of worlds, buildings and locations
  • Setup traps to kill your enemies without risking your life
  • Optional manual combats during expeditions (work in progress)
  • New event and questline systems
  • Get rid of enemy factions permanently


[h2]Manual Expedition Battles[/h2]
The promised feature is finally here! I know, it took a while, but here we are. Simply put, you can decide to play combat encounters yourself instead of letting the dice rolls decide. When you select this option, a map will be generated. The nature of said map depends on the location. Right now, only the various factories, the lumber mill and the military base have dedicated buildings and/or layouts, the other locations use a generic layout (a single large building). Enemy selection depends on who (or what) is currently controlling the area. If it's another faction, you'll encounter their soldiers, otherwise it might be infected or some hostile fauna.



The battle will happen in a "time bubble", your base and the rest of the game will be paused. You don't have to worry about missing a trader or being attacked. Of course, your goal will be to kill everything hostile on the map or die trying as, right now, there are no way to retreat (it's going to be added later on, don't worry).



Also, ammunition handling is disabled during those fights. Simply put, both you and the enemies have infinite ammo. It's unlikely to change as there are no simple, non cumbersome way to make that happen (both code and gameplay wise) . The whole system is still a bit bare-bone, the difficulty ain't really scaled to its automatic counter part. The enemy placement is not really adapted to the task. And most locations are using the same map layout. Still, the base system is there and it goes without saying that the following patches will be improving the whole thing.

[h2]Improved World Generation[/h2]
Bored of that big and repetitive world map? Well, me too! This is why we have new world presets, rivers, bridges and the ability to have multiple, smaller cities.



See this nice button in the top right? It opens the menu in the center. A menu from which you can choose between 3 (currently) different world map generators. And yes, as usual it can be modded. It's not just cosmetic, for instance, the Dead Lands map will be mostly desert and scorched biomes while New Eden will have no hostile biomes at all. Rivers are not just there to be pretty either, they block the path of your expeditions (until you find the new amphibious vehicle) which will have to use a bridge to go on the other side.



The improvements don't stop at the world map either. New buildings have been introduced (various factories) and locations like the industrial zone, the factory and the lumber mill can be settled into. Additionally the amount of buildings in non city/roadside maps is now proportional to the size of the Playable Area. In other words, gigantic maps no longer feel so empty. Finally, the placement of buildings in Village type maps looks more organic.

[h2]Quests and Dynamic Locations[/h2]
Building upon the interactive travel events from the previous update, After The Collapse now includes the ability to build multi stage questlines. The first introduced quest is the new Bandit Convoy event (it's repeatable). Occasionally, your expeditions will encounter a very well defended enemy convoy. The game will offer several methods to deal with the problem (or ignore it). Assuming you manage to intercept said convoy, one of 3 rewards will get unlocked, 2 of them are rare or expensive loot, and the last one will continue the quest further.



Of course I won't spoil it further, but going through that quest several times will definitely highlight the abilities of the new system which will be extensively used in future patches and updates. If you've ever played Space Rangers or Frostpunk, this kind of short interactive stories should immediately feel very familiar.



Additionally, now that the world map is really dynamic, after unlocking the Radio technology, you'll occasionally receive radio transmissions from various sources. It might be a trader in your vicinity, a group of civilian asking for help, and so on. Those events will generally add a time limited location on the world map for you to explore. Beside the time limit, the main difference between those locations and the usual ones is that exploring them will trigger a dialog box (like the one in the screenshot above) or a small quest.

[h2]Spikes and Traps[/h2]
Due to popular demand (and completely unrelated to this update's thematic), you can now build a variety of traps, from simple fall traps your survivors have to reload manually to automated metal spike traps powered by your generators.



Ever thought about building an underground lair filled with your creatures but wondered how to lead your enemies there? Well, with those new fall traps, any hostile stepping on one of them will fall down in the layer below giving a free meal to whatever is crawling there. It's still a bit basic, and probably not very well balanced, but I think it makes for a fun addition to the defensive roster.

[h2]Stuff People Wanted Very Much (tm)[/h2]
In no particular order:
  • Factions can now be wiped out. Yes, no more pesky factions stealing all your outposts. You will have to conquer or at least wipe ALL their outposts before you can attack their HQ, though. I'd love to say it's a game design choice, but it's more of a technical one at the moment.
  • A "Prison Guard" skill/job has been added, which should make it easier to keep those prisoners fed. The value for that skill has absolutely no relevance right now.
  • To give people more stuff to do in the very early game the "Advanced Carpentry" tech has been removed, Looms and Tanner no longer have a tech requirement and the rest has been put in more relevant techs in the main branch. Additionally you can craft your own (colored) caps and padded vests at the loom.
  • People with a large screen resolution will be very happy to know that you can choose how many resources you monitor in the "resource info panel" (at the very top of the screen). It's in the general settings, pay attention to the help bubble if you change this setting mid-game.


[h2]Balance, UI and Improvements[/h2]
Turrets have a way more useful right click info panel / encyclopedia page. Same goes for the new traps. Speaking of documentation, an article about the Pandemonium virus has been added to the Encyclopedia. It explains in details what it does, how to detect it, and how it's transmitted. All of which might be very critical details for at least some of the scenarios.

The option to focus an expedition loot session on a particular category, which in practice adds stuff (that might not be there initially) to the location's loot table, is still there, but using it "consumes" the building 4 times faster. So, yes, you can still loot a lumber mill for weaponry and ammo, but it's gonna empty it much faster.

And of course there are tons of fixes, tweaks and minor improvements on top of all this.

[h2]Savegame & Mod Compatibility[/h2]
This update is (surprisingly) compatible with save-games from previous versions. There are a couple limiting factors, though:

  • The Prison Guard job/skill will be disabled by default on all settlers. You'll have to manually enable it.
  • In the previous version the Genetic Abominations nest (assuming they spawned) might be invisible or impossible to attack or both. It's a bug that has been fixed here, but it's a problem that cannot be undone.

Mods for previous versions (unless hopelessly outdated) should be compatible. The only thing is that any mod relying on the now defunct Advanced Carpentry tech might need a small update.

[h2]Closing Words[/h2]
I'm very happy with this update. Between the manual combat system which now has solid foundations for me to build upon and the quest / dynamic location combo there's a lot of new and pretty unique content that can be added in the future. Best thing is, it's entirely data driven using elaborated text files. It's now perfectly possible to add quests telling the player to visit several locations, build specific unique techs/items, and deal with problems going beyond the base building itself.

Speaking of quests, it's likely that in a very nearby future, the more Sci-Fi elements of the tech tree (sentient robot building I'm looking at you right now) will only be unlocked through such quests which would make a lot more sense.

Of course, I need to warn you. It's a very big update touching on a ton of things, as such, you can expect new and interesting bugs. They will be dealt with in the usual follow up hot-patches.

Speaking of bugs, now that most of the work for the 0.8x branch is done. I will take some time to focus on some of the few remaining long standing (but elusive and relatively uncommon) bugs  and glaring omissions while improving the newly added systems described above.

Now, I'm going to take a week off because it would be nice to see the sun at least a couple times before September :)

[h2]Full Changelog[/h2]

  • Balance: Removed "Advanced Carpentry" tech, moved associated items to early branches of the tech tree
  • Balance: Loom and Tanning stations no longer have a tech requirement
  • Balance: Hospital bed moved to medical tech (from defunct adv carpentry)
  • Balance: Pool table and large still moved to the construction tech (from defunct adv carpentry)
  • Balance: Interactive events during expeditions are slightly more frequent
  • Balance: During expeditions, focused search (for loot) consumes the "loot left" variable a lot faster (x4) than a standard search
  • Content: Combats during expeditions can now be done manually. This is still experimental and will be improved upon, but it's there
  • Content: Some map locations have unique combat maps (factories, lumber mill) while others use more generic buildings
  • Content: Genetic Abominations' main base got its own unique buildings for manual combat
  • Content: Expedition transports have a new "Noise" value which influences the chance to trigger hostile events
  • Content: New category of defensive items: Traps (which completes the already existing artisanal mines)
  • Content: Added several types/quality of spike traps, causing damage and bleeding (at various levels of the tech tree)
  • Content: Added trap door which will make someone fall in the layer below (various versions at different level of tech tree)
  • Content: Added recipes to build caps and padded vests to the loom (those are mostly decorative pieces of equipment)
  • Content: Shamblers and tribals are marked as part of the new "Infected" faction
  • Content: Lumber mill added to the list of locations you can settle in
  • Content: Factories & Industrial zones added to the list of locations you can settle in
  • Content: Multiple world presets making for more diverse world maps to visit
  • Content: Expeditions are moving slightly faster when on roads
  • Content: Added "Prison Guard" job/skill, used to determine who can feed and recruit prisoners
  • Content: Some scenarios have been edited to enforce specific city layouts
  • Content: Enemy factions can fully be destroyed by conquering all their outposts and then attacking their base directly
  • Content: Occasional (time limited) traders can spawn on the world map, send expeditions to them
  • Content: Sometimes, after radio tech, people might contact you and ask for help (besieged communities)
  • Content: Several new random travel events for your expeditions to deal with
  • Content: One long, multi staged travel event with multiple good and bad endings (repeatable)
  • Content: Special, time limited, locations may appear on the world map as the result of various events
  • Content: New amphibious transport for expeditions (can be acquired during a special event in the mid/late game)
  • Content: New map location : water tower, produces daily fresh water
  • Engine: Removed a bunch of no longer used textures and animation files (old versions of crabs, mantis, spiders)
  • Engine: Code sanity pass, less code, faster code, better code (tm)
  • Engine: Adding new job/skills no longer require to break savegame compatibility (the new skill will be toggled off, tho)
  • Graphics: Added and improved some of the base tiles
  • Graphics: Made world map lighting a bit higher for general visibility purpose
  • Graphics: Trees & rocks on world map are more representative of what the location should contain when settled in
  • Modding: New trap component which can be put on clutter
  • Modding: Added LUA hook for ClutterData.UpgradableTo
  • Modding: Added files (mapgen/worlds/*) to change the procedural generation of the world map
  • Modding: Added NoiseModifier and CanFly fields to TravelItem (change likelihood of some travelevents, and CanFly allows to fly over rivers)
  • Modding: Added "DeletePOI" (deletes the POI the group is located on), "MapEvent" (launch the selected game event), "Tech" (get a tech) results to travel events
  • Modding: Travel events can test for vehicle noise, any Skill/Stat (best qualified member), an item being installed on the vehicle, if the player has/lacks a tech
  • Modding: Travel events can be tagged as "Mature" (true/false), and can be put behind a "TechRequirement" for them to trigger
  • Modding: Travel event menu can handle any amount of choices instead of just 3 (will add a scroll bar if too many choices for the panel)
  • Modding: Game events can now spawn points of interest (EventSpawnPOI, see data/events/poi_*)
  • Modding: Point of interests can trigger travel events when being explored (replaces loot)
  • Modding: Point of interests can self destruct via timer
  • Modding: World map can be tied to scenarios (Scenario's WorldMap field, "default" is the default map, duh)
  • Modding: Added "TrapImmune" (default false) info to NPC data files (so cars or flyers don't fall into traps)
  • Modding: Factions can have distinctly looking HQ (by using the FactionHQ true/false POI field)
  • ProcGen: The world map can now contain rivers and lakes of various sizes and shapes
  • ProcGen: Many new internal parameters when generating world maps (city size/spacing/count, biomes, brigdes, roads, custom locations)
  • ProcGen: New map buildings: wood and coal processing factories, recycling factory
  • ProcGen: "Random" building placement mode (used in villages, outside city and some underground locations) has been improved
  • ProcGen: More diversity when it comes to floor types in buildings
  • ProcGen: In several map types (city & roadside layouts excluded), the total amount of buildings now depends on the map size
  • Steam: Moved/renamed the achievement previously associated with Advanced Carpentry to Manufacturing
  • Steam: Added achievement for breaching a secret military bunker
  • Steam: Added achievement for finding the amphibious transport
  • Steam: Added achievement for wiping out another faction
  • UI: Input value for factory recipes no longer capped to 999 items (4millions instead)
  • UI: Information panel / encyclopedia page about placeable objects indicates if they block path or not
  • UI: Tweaked world map menu to allow for the selection of the different world presets
  • UI: Panel informing the player that one of their outpost was attacked/stolen got a button to center the map on the location
  • UI: Tweaks to pharmacy select screen (people sorted by name, animals show ownership)
  • UI: The amount of items in the resource panel at the top of the screen can be changed in the game settings
  • UI: Right click info menu has specific information regarding traps
  • UI: Right click info menu gives more detailed information about turrets and interactive items (beds, recreation)
  • UI: Less wasted space in the inventory panel of survivors
  • UI: Added article about Pandemonium virus to encyclopedia
  • UI: Improved French translation, courtesy of Piebleu
  • Fixed: Minor issue when an agent is changing layer / using stairs which could cause hostiles to shoot at a location the agent is no longer at
  • Fixed: Bug that could cause barracks in the military base map to spawn without the intended rooms
  • Fixed: Not all zombie and giant crab variants would be counted toward their respective achievements
  • Fixed: Light sources not deleted when a world map is being generated again by the player
  • Fixed: Tribals would sometimes incorrectly be spawned as part of the bandit faction
  • Fixed: When the UI scale is not set to 1:1 (default), clicking/dragging on the minimap wouldn't work as expected
  • Fixed: If an expedition is clicked just after loading a savegame while the game has been kept paused, it would cause a crash
  • Fixed: Alignement of light sources after switching to map mode while the game is paused
  • Fixed: Some of the "ambush" monsters located in buildings wouldn't be animated properly until the room is explored by the player
  • Fixed: Some items supposed to spawn outside of a building could occasionally spawn inside instead
  • Fixed: Escaped prisoner event could make the escapees spawn in a non valid tile (within a wall)
  • Fixed: Missing ammo info indicator in some places
  • Fixed: minor issues in factory queue
  • Fixed: Survivors could get stuck if they try to retrieve (non weightless) ammo when their inventory is full
  • Fixed: Dead bodies couldn't be selected anymore (which was a problem with things you can butcher)
  • Fixed: Regression bug that was preventing the user from installing artifacts/backpacks from their individual menu
  • Fixed: Heavy CPU spike when having a lot of wandering pets and placing a pasture in a location they can't access
  • Fixed: Possible crash tied to emergency shelters
  • Fixed: Abominations' HQ wouldn't properly create or delete itself when the late game event is triggered (regression bug in 0.8.3)
  • Fixed: The 'action' menu for expeditions wouldn't always update properly when the expedition arrives at a destination (if the expedition is kept selected)
  • Fixed: The pause and encyclopedia menus were not keeping track of the active pause and would reset it when closed
  • Fixed: Rain not providing enough water to farms anymore
  • Fixed: The "Raze" job could, under a very specific set of circumstances I've yet to replicate, crash the game. The job will just be canceled instead.
  • Fixed: Survivors would occasionally try to dispose of the body of things which are bound to disappear within seconds (dead giant spiders for instance)
  • Fixed: Code typo which could lead to subpar world map generation and building placement
  • Fixed: A location could change hand while the player is attacking it, which could lead to unexpected declarations of war
  • Fixed: (Modding) MainBasePoI field in factions' data would be ignored
  • Fixed: (Modding) Building.HasRoof had no effect