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After the Collapse News

Update 1.5.1: New Sound Library

Hello,

ATC gets a new sound library!

So I am aware that some of you (especially those using Windows Home edition in parts of Europe and Asia) are experiencing audio-related issues, crashes, and bugs since v0.8, with some versions of the game behaving better than others. Sometimes downloading a Windows package helps, but other times, nothing seems to work.

Because it seems to be a more common issue than I initially thought, I ported the game to a third and final sound library that doesn't suffer from the same problem (this time, it's OpenAL). As far as I can tell, this should fix any remaining audio-related problem.

Of course, this is not exactly a trivial change. Audio files had to be reprocessed. The new library had to be adapted to run in place of what I was using before. Initial game loading time might be a bit longer than it used to be, at least if you're running on old hardware. There's not much I can do about that.

Please, if after this update, you're still experiencing any issue, make sure to contact me on Discord or in this very thread. Normally, Steam will install OpenAL for you (if not already installed), but just in case, the game will also attempt to automatically install it if it's missing.

If you're experiencing (audio) issues that you weren't before, you can rollback to 1.5.0 standard in the Beta tab.

I hope this will help those who wanted to enjoy the full experience but couldn't until now.

Cheers!

[h2]Full Changelog[/h2]
  • Engine: Switched from NAudio to OpenAL
  • Engine: Fire sound effects are now handled by the correct sound library
  • Engine: All audio files had to be reprocessed, hence the update's size
  • Fixed: Sound library not loading properly on some systems, causing the game to crash or be silent on startup

Spiderling Content Update 1.5.0

I'm happy to announce the release of After The Collapse 1.5.0, one of the biggest content updates to date. This Spiderling Content Update brings many new features, significant UI improvements, and expanded faction content. This article only covers the main changes. As usual, check the change-log at the end for a complete list.

[h2]Arakan Faction Expanded[/h2]

The playable Arakan faction archetype has received substantial improvements in this update. I've expanded their technology tree with themed buildings and unique game-play mechanics that truly set them apart from other factions.

Arakans can now brew specialized potions, including one for cooling (providing stress reduction and happiness) and another to boost prisoner compliance, making it a lot easier to convert them to your cause. They've also gained access to the Sacrificial Pit, a powerful new building that allows trading human lives for various boons.



For those eager to try this faction, I've included a dedicated Arakan-centric scenario with suitable starting gear, an interesting map, and a larger population to properly experience their unique playstyle. Arakans now have their own starter expedition "vehicle" (yes, it's a giant spider!) and can unlock an even better transport option through the Sacrificial Pit.

[h2]Spiderling Content[/h2]

True to the update's name, I've added extensive spider-related content. Spiderling seeds are now available, serving different purposes depending on your faction: fodder for everyone, booze ingredients for mutants, and potion components for Arakans.

I've completely redesigned the Ice Spiders, replacing their shotgun attack with slow explosive ice balls that make combat spacing more strategic. They also now have standard melee capabilities. Rock spiders found in caves are tankier with full chitin carapaces, and butchering them yields stones as a bonus resource.

Arakans can now build both rock and ice spider nests, and I've added rock spider eggs so you can grow them like you could with the other types. There's even a late-game travel event exclusive to Arakans that involves killing a massive scorpion for mana and loot, with a Steam achievement to commemorate your victory.

[h2]Additional Content[/h2]

Beyond the Arakan improvements, I've added faction-specific content for Mutants as well. Both Mutants and Arakans now use a new medical tech tree with themed buildings to better reflect their more tribal approach to medicine.

Mutants can now brew cooling potions like the Arakans, providing alternative ways to manage survivor stress and happiness. I've also improved various faction mechanics, such as reducing the impact of pets on enemy raid size (decreasing raid strength when playing as Arakan).

[h2]User Interface Overhaul[/h2]

But the largest change in this update is the complete redesign of most menus and several key UI elements. The Settler/Pet/NPC menu was modernized with small icons replacing text buttons, standardized layouts, and improved functionality.



The Factory menu has received similar treatment with clear graphical icons, alphabetical recipe sorting, and added functionality like cargo viewing and prisoner-only work assignment. The Cargo menu has also been streamlined with grouped buttons and simplified weapon variant filtering.

Many other UI improvements have been implemented, including better room management, enhanced construction interfaces, and more intuitive expedition and combat controls. I'd suggest to refer to the change-log for the full picture.

[h2]Mercenary System Revamp[/h2]

I've also completely overhauled the mercenary and point-of-interest guard recruitment system. Now a pool of mercenaries is available with visible equipment and variable pricing. This update adds mutants (cheap) and soldiers (expensive) to the mercenary pool, giving you more strategic options for quickly bolstering your defenses or offensive capabilities. The pool is renewed daily.



[h2]Balance Changes and Quality of Life[/h2]

Several balance adjustments have been made to improve the overall gameplay experience. Automated firefighters are now less suicidal, survivors can recover mental stability more easily, and cooking times for meat and fish have been put on par with other food sources, making meat production less labor intensive. I've also improved the butchering mechanics, which are particularly important for meat-based factions like the Arakans. Spider dens now feature an auto-butcher option, the "butcher" buttons display what items you'll collect from the process, and for cannibal factions, the butcher's table now conveniently shows which human prisoners can be processed into food.



I've adjusted most events to scale based on your base size and time passed rather than technology level, and tuned down the initial spawn numbers of the late-game Swarm invasion. Vehicle mechanics have been refined with more coherent HP values and gradual health consumption during map travel.

The underground layers now feature more spawners to make up for the lack of underground raids, increasing mob infighting in the process. This led to another change: perishable items (meat, ingredients, body parts) in inaccessible areas will decay over time to prevent this infighting from generating infinite amounts of food.

[h2]Graphical and Technical Improvements[/h2]

Behind the scenes, I've implemented several core optimizations. The sound library has been updated for better audio performance, and many graphical assets have been replaced with improved versions. Many crafting stations now have new sprites, including cooking stations, early forges, smelters and many more. Countless menu buttons and icons have been updated to provide a more visually consistent experience.



I've also fixed numerous bugs and edge cases to ensure a smoother experience overall. As usual, savegames should be compatible with (1.3.x) previous versions, but some of the changes will only apply to a new game.

[h2]General News[/h2]

I know, this was supposed to be a futuristic DLC content, not a free tribal content update. The DLC is on hold for the moment. Between the dollar currently being worthless compared to the Euro, and the game's visibility on the store being what it is after all those years, its financial viability is uncertain. I first need to see how this update does in terms of numbers before I can make an informed decision. If the DLC is cancelled, some of its content will be released for free instead.

Thank you for your continued support,

Cheers!

[h2]Full Changelog[/h2]
  • AI: Automated firefighters are less suicidal and will seek treatment before dying in the flames
  • AI: Pets and cattle are a lot more reactive to hostiles
  • AI: Prisoners will favor jobs from stations marked as "prisoner only"
  • Balance: Reduced impact of pets on enemy raid size (should decrease raid strength when player is Arakan)
  • Balance: All fabric-producing recipes had their building time reduced / standardized
  • Balance: Made it a bit easier for survivors to recover mental stability
  • Balance: Meat and Fish cooking times reduced, making them more time-consistent with other options
  • Balance: Renamed Pharmacy tech to Chemistry, and the pharmacy building moved to Medical tech
  • Balance: Beer and nuky weed decrease stress a bit
  • Balance: Rock spider (caves) is tankier with a full chitin carapace, butchering it also yields stones
  • Balance: Redesigned Ice Spiders, replaced shotgun attack with slow explosive ice balls (so spacing matters a bit more in combat), I gave them normal melee too.
  • Balance: Tweaks to events to make them depending on player base's size and time passed instead of tech
  • Balance: Tuned down the Swarm's initial spawn strength
  • Balance: Due to increased mob infighting in the underground layers, perishable items left on ground decay over time when they are not directly accessible by your survivors (walled off)
  • Balance: Traveling around the map consumes a point of the vehicle's "Health" every few hours (no consumption during exploration or parked)
  • Balance: More coherent HP values for the various vehicles
  • Content: Added old missile silos to world map, those can destroy groups and damage a location's defenses (limited ammo)
  • Content: Added spiderling seeds, used for fodder (everyone), booze (mutants), and potions (arakans)
  • Content: Mutants and Arakans use a new medical tech tree with themed buildings
  • Content: Mutants and Arakans can brew a cooling potion (stress reduction, and happiness boost)
  • Content: Extended Arakan technology tree
  • Content: Arakans can brew a potion to boost prisoner compliance
  • Content: Arakans can build rock and ice spider nests
  • Content: Arakans have their own starter expedition "vehicle" (yes, it's a giant spider)
  • Content: Arakans have access to the Sacrificial Pit (through a tech), a building used to trade human lives for boons.
  • Content: Arakans can unlock a much better transport "vehicle" using the sacrificial pit
  • Content: Added late game travel event to Arakans (killing massive scorpion for mana and/or loot
  • steam achievement)
  • Content: Added a Arakan-centric scenario with decent starting gear, map and people, to get you started wit the faction properly.
  • Content: Mercenary / PoI guard recruitment overhaul, a pool of mercenaries is available, equipment is shown, pricing varies
  • Content: Mutants (cheap) and soldiers (expensive) added to mercenary pool
  • Content: Added rock spider eggs so you can grow your own
  • Content: Underground mob spawners are more common (that's the replacement for underground raids that were disabled a while back)
  • Content: Added beetle spawner to underground caverns
  • Engine: Several core optimizations and changes to acclimate future DLC
  • Engine: Updated sound library. If you're still experiencing issues, try changing sampling rate (44100 or 48000) in settings.json
  • Graphics: Replaced several crafting stations (cooking, early forges, smelters, etc) with new ones
  • Graphics: Unique sprites for alchemy lab and potion cabinet (tribal replacer for medical station and pharmacy)
  • Graphics: Reworked the tribal bed, storage boxes, pool table, and hatchery
  • Graphics: Replaced ice spider
  • Graphics: Updated so many buttons and icons
  • UI: Redesigned Settler/Pet/NPC Menu
  • UI: -> Replaced big text buttons with small icons, standardized layout, smaller
  • UI: -> Can assign bedroom or prison cell to selected pawn (same as right click in Pop Menu / Housing)
  • UI: -> Prisoners can be evicted from char info
  • UI: -> Cannibals / Mutants can butcher live prisoners
  • UI: -> Friendly creatures can be butchered (Arakans' untamed spiders)
  • UI: -> Right clicking on relation tab's target will open their own menu
  • UI: -> Modernized relation tab, and cattle's "factory" menu
  • UI: -> Activity text ("i am working at...") is clickable and will open menu / center screen on target if any
  • UI: Redesigned Factory menu using the same scheme.
  • UI: -> Clear graphical icons with standardized layout
  • UI: -> Right click on copy (recipe) button triggers a build order for a copy of this station
  • UI: -> Added cargo button to show a factory's current inventory
  • UI: -> Crafting recipes shown in alphabetical order (removed "build/make/..." prefixes)
  • UI: -> Crafting stations can be set as "prisoner only" in their advanced settings
  • UI: Redesigned Cargo menu (and other zone related menus)
  • UI: -> Same graphical style with most buttons grouped on top
  • UI: -> Weapon variants are hidden in the cargo's filters (So allowing/fobidding Assault Rifles will auto allow/forbid all variants)
  • UI: -> Removed "factory input only" filter, as it was a residual from a bygone era (managing cargo ain't that deep)
  • UI: -> Right click on copy (settings) button triggers a build order for a copy of this depot
  • UI: Most furniture / room / zone panels updated in the same style (less drastic changes here, still a few more to go)
  • UI: Construction menu shows active worker if any
  • UI: Click on room title box to center on target
  • UI: Pressing the [R]aze shortcut twice will reset deconstruction mode to default settings
  • UI: Butcher buttons display what items you'll collect
  • UI: Added repair button to furniture / clutter menu
  • UI: Crafting and inventory panels sorted by item name
  • UI: Survivor information panel (the one with attributes, and traits) resized to fit better on the screen
  • UI: Added auto-butcher to the Arakans' spider dens
  • UI: The butcher's table shows the butcherable humans (prisoners) if you're a cannibal faction
  • UI: Automatically return to build mode when the user disbands the last active soldier from multi-selection or settler menus
  • UI: Turning on Combat Mode automatically selects all available soldiers
  • UI: Added Room Occupancy filter, allows to see which cells and bedrooms are occupied
  • UI: "Cancel activity" button in Expedition menu is red and more descriptive
  • UI: The "Stats/Statistics" are renamed to "Attributes"
  • UI: Removed mental breakdown warning for hostiles (Bunker Inc hostiles are spamming the message when on map)
  • UI: Mood, Skills, and Compliance are all expressed as percentages now for consistency
  • UI: Added optional (default on) center/pause when a prisoner converts to player faction
  • UI: Seeds and plants descriptions are more consistent
  • UI: Settler selection menu colorize name depending on faction (prisoners are orange)
  • UI: Added next spawn info on spawners' menu (nests)
  • UI: Farming fields are automatically renamed to match what you're growing
  • UI: Door menu appears next to the cursor instead of the top left and is draggable
  • UI: Added optional warning / center camera for pyromaniac events (toggle in settings)
  • UI: Probably other stuff I forgot to write down
  • Fixed: Exiling someone who is located in the underground would cause the exiled to turn passive instead of leaving the map
  • Fixed: Fixed issues with selection in multi select menu
  • Fixed: In a new game, pathing to a different layer would fail until something gets disassembled or otherwise destroyed on the map
  • Fixed: Combat unit selection checks weren't consistent
  • Fixed: Sprites for animated NPC wouldn't show up in the Encyclopedia's NPC tab
  • Fixed: Possible crash during fires if the sound library ain't loaded correctly
  • Fixed: Butcher's axe overlay not shown on prisoners and friendly untamed creatures
  • Fixed: It was possible to toggle off combat mode during world map battles using multi select menu
  • Fixed: Odd case where a crafting station would forget to refresh its job (Worker: Unknown in UI)
  • Fixed: Issue with generators' fuel requests
  • Fixed: Raids by the hayware robots couldn't trigger with tribal player factions
  • Fixed: Rock spiders laying wrong egg
  • Fixed: Jobs from deleted farms would (occasionally) stay in the job queue
  • Fixed: Rare / potential crash in Job priority menu
  • Fixed: Cats and dogs wouldn't show their reproduction settings in the Cattle Manager tab
  • Fixed: Attempting to change weaponry in a expedition vehicle could cause an exception
  • Fixed: If the menu for a prisoner is already open while this prisoner gets turned into a survivor, this menu would crash
  • Fixed: Trees should no longer grow under multi-tile buildings
  • Fixed: Many other minor background issues I didn't keep track off

Update 1.3.5: General Update + DLC News

Hi there!

Here's a new sizable update for After The Collapse. I'll also talk about the planned DLC somewhere below in this article. I know, I know, I'm a tad behind schedule. Nothing's new :)

Anyway, this version 1.3.5 brings substantial improvements to the world map faction AI, game balance, and visuals. As usual I will go over the main changes only, you can refer to the full changelog at the end for the nitty gritty details.

[h2]Graphics Overhaul[/h2]

This update includes a major visual refresh across multiple aspects of the game. All body and head armor sprites have been completely redone with a much prettier and consistent look. Same story for many of the basic resources, food, and other manufactured goods.



Every single faction logo were redesigned, same goes for the vast majority of the technologies. I also replaced two of the most "out of place" trading cars with more "post-apocalyptic" looking alternatives that better fit the game's theme.

This doesn't impact the "playing area" itself much, but at least now, all the icons and items look pretty consistent, quality and style wise.

[h2]AI and Factions[/h2]

I've put significant work into making the faction AI more dynamic and challenging. Main factions now grow stronger as they expand their territory, with increased population caps and faster reinforcement rates based on the number of locations they control. As factions expand, they'll unlock more powerful soldiers and equipment, creating a more realistic progression of threat (note: this requires starting a new game). This only concern the main factions in free play, story mode is not really impacted.



During raids, enemies can now be alerted by the noise your soldiers make. Gun shots are more noisy than melee. Simply put, when you shoot at something, it has a chance to alert the enemies in the nearby rooms (10 tiles radius for now, might tweak further down the road). This should make manual raids a bit more dynamic, but also slightly more difficult.

[h2]Balance and QoL[/h2]

Several balance tweaks have been implemented to improve the gameplay. You will no longer lose the equipment of your defeated soldiers during offensive world map raids, their equipment will now be automatically transferred to your vehicle's cargo if space permits (it can still be damaged in the process).

Expedition vehicles now automatically repair when parked at your home base - no more disbanding and recreating parties just for repairs! Which is great, because I've reduced the van's speed and HP to make it less of an obvious mid-game choice.



Production centers now provide 50-100% more basic resources (stone, wood, metal, coal, food), making them more valuable targets for expansion and control. This is still under evaluation, I might push it further.

In Story Mode, I've removed the bandit lair spawn event from Act 1, as it was too challenging for new players and too exploitable for veterans. Act 4 of Story Mode now features a second radar dish location to speed up the first phase, and the Brotherhood faction (when hostile) is now much more active in this act, providing a greater challenge.

Two backpacks have been added to the utility slot (formerly artifact slot), which increase carrying capacity. These can be looted or crafted at the loom, giving your survivors more space for resource gathering.

[h2]DLC News[/h2]

So... Initially, this update should have accompanied the DLC "Echoes of the Machine" and was supposed to only be minor engine-related changes to accommodate the new content. But as I was working on the DLC, I realized that the assets I was making were of much higher quality than those in the base game. And because the result was quite visually jarring, well, I ended up remaking over 100 sprites in the base game too.

This obviously delayed me quite a bit, so I decided to flesh out this free update, and release it now instead of rushing the DLC's development.

Echoes of the Machine might still be released in (very late) March, as I'm done with most of the assets, but it's a lot more probable that you'll have to wait until April.

[h2]Full Changelog[/h2]
  • AI: Main factions see their max population and reinforcement rate increase with with the number of locations they control
  • AI: Main factions unlock more powerful soldiers and equipment as they control more locations [new game required]
  • AI: In raids, enemies have a chance to activate if they hear a noise nearby (shots, people hit, stuff like that)
  • Balance: Slightly reduced AoE effect and damage spread of (modern) rocket launcher
  • Balance: Equipment of defeated survivors during world map raids is put back into vehicle's cargo if there is enough cargo space
  • Balance: Reduced the van's speed and HP making it less of an obvious midgame choice
  • Balance: Removed bandit lair spawn event from act 1 of story mode (too much for newbies, too easy to farm for veterans)
  • Balance: Added a second radar dish location to story mode's act 4 (to speed up first phase a bit)
  • Balance: Made the Brotherhood (when hostile) a lot more active in act 4
  • Balance: Production centers give a lot more basic resources (stone, wood, metal, coal, food), increase from 50% to 100% depending on the building
  • Content: Expedition vehicle is automatically repaired when sitting on homebase tile (no need to disband and remake party)
  • Content: Added variant of stone wall with a different texture, mostly for map variety, but can also be built
  • Content: Added 2 different backpacks for the utility slot (increase carry capacity), lootable and craftable at the loom
  • Engine: Renamed artifact slot to utility slot (with the backpack addition, it makes more sense)
  • Engine: Work behind the scene for the DLC
  • Graphics: Two of the trading cars were replaced by more "post-apocalyptic" looking ones
  • Graphics: Replaced all body and head armor sprites by much prettier and consistent-looking ones
  • Graphics: Replaced all faction logos by new ones
  • Graphics: Replaced most technology icons by better looking ones
  • Graphics: Replaced many of the resource icons by new ones (food, resources, animals, etc)
  • Graphics: Other minor graphical changes and improvements
  • UI: power consumption of factories refreshed in real time in their menu, and clarified information
  • UI: Sorted equipment by name in slot equipment list
  • Sound: Replaced the main menu music by two new tracks
  • Fixed: Cats making explosion sounds instead of meowing (lol sorry about that one)
  • Fixed: Power-consuming factories that can't produce due to lack of resources were still using power
  • Fixed: Power-consuming factories could have their production loop stuck under some circumstances

Echoes of the Machine DLC Announcement

Hi there!

So, as expected, here's the long-awaited announcement for the upcoming DLC dubbed Echoes of the Machine. It should be made available in mid-March 2025. It will feature a new multi-map storyline and a ton of late-game content.

Before I explain what it should contain, please understand that this is still in early development, and some of the stated features below are subject to potential changes. This article is more about giving you a general layout for the DLC than explaining everything point by point exactly as it will be.

With that in mind, let's dive in! 🙂

[h2]New Story Mode[/h2]

I'm not going to go into the details of the story itself, obviously, but it's a separate story from the main game, still in the same universe. You will be facing an army of robots handled by a prewar AI gone rogue.

Similarly to the base game's story mode, you'll visit multiple world maps, meet new factions, do missions for them, and gather resources and information to defeat the machines.

Comparatively, it should be slightly shorter than the other story, but it will feature more unique content not seen before. As the theme implies, you'll meet many new enemy types, and uncover new late-game technologies and high-tech weaponry to deal with the threat.

[h2]Main Features[/h2]

It is a bit early to detail every single planned feature, many of them are still in the concept stage, and quite a few would count as massive story spoilers. So, instead, here's a very neutral list of the planned features:

  • New story-line with 3 acts, and voiced (static) cut-scenes
  • A new hostile terraforming faction, the Machine Empire
  • A new playable high-tech faction archetype that can access special world map locations
  • Numerous new robotic enemies
  • Expanded late-game tech tree featuring new drones, energy weapons, turrets, and so on
  • Overhauled robotic station to build new robots and drones
  • Multiple new world map locations, some of which unlock special interactions
  • New map generators (both underground and above-ground) with their dedicated tile-sets
  • New unique survivors


[h2]What about the main game?[/h2]

A free update for ATC will accompany the DLC. Some of the systems stated above should be part of the free update (like the robot-making overhaul), but you'll still need the DLC to exploit them to their full extent.

[h2]Pricing[/h2]

Echoes of the Machine should be priced at around $9.99. This might sound a bit high with a main game at $14.99, but After The Collapse is quite under-priced (especially after several years of inflation) while still receiving free updates. So, yes, this DLC is meant to fund further development, I'm not going to be shy about that.

[h2]Release Date[/h2]

As for the release date, as stated above, it should be around mid-March 2025. Until that time, I'll solely dedicate my work hours to the DLC. So don't expect many updates for the main game, besides potential maintenance patches, in the coming months. I can only work on so many things at the same time. 🙂

Oh, and the official page for the DLC should be available next month or so. I still need to figure out a couple of things in that regard. I'll keep you posted.

[h2]Development[/h2]

I will try to post devlogs for the DLC, at least for the new systems. I have to admit it has become difficult to find the right balance between keeping you informed about the development and not spoiling the content. Most of the fun stuff falls deeply into story spoiler territory. Still, I'm sure I'll figure out something to talk about!

Cheers!

Update 1.3.1: Cats! (and stuff)

Hi!

this is a small / medium patch prior to a big announcement you'll get next week. As usual, this update should be compatible with prior save-games and existing, compatible, mods.

[h2]Cats (and pets)[/h2]

Cats have been added to the roster of pets your survivors can have. There are 4 different colors, and they have a much more varied animation set than other pets. They do sleep, have 2 different idle animations, and will actively avoid combat (making them a lot more survivable than dogs for instance), They are also only "roughly" following their owner, instead of sticking to them like glue.



It's part of a larger rewrite of the pet system. The mood bonus given by pets depends on the species. It's not meant to be a judgement on the cat vs dog debate (it is), but just as a way to balance them. In short, cats provide the most happiness, but won't defend their owner. Dogs provide the next highest bonus, and will defend their owner. Giant scorpions and other monster-type pets provide a much smaller bonus, but are generally a lot better in combat. Finally, combat drones no longer provide any mood benefit.

Chickens and sheep, while not pets, use the same combat logic as cats, and will try to avoid combat instead of running to their untimely death.

[h2]Better Aim[/h2]

People, animals, and turrets, using ranged weapons should be slightly better at aiming assuming their perception is high enough to even shoot in the right direction. I've added a predictive algorithm to the "shoot at" function, It's not perfect, and I have no intention to make it so, but overall, people should waste a lot less bullets.

This is an experimental change. In my short testing session, it seemed to work well enough, but I couldn't test every single weapon combination manually. Expect (undocumented) patches and tweaks along the way.

[h2]Misc Changes[/h2]

Other notable changes include a new law to balance work accident with work speed. It's exactly as it sounds, you can slightly decrease/increase work speed for large increase/decrease of work-related accidents.

I also went through more of the "old code", refactoring tons of economic and pathing-related functions, which should improve performances in specific cases. More importantly (for me at least), it makes all that stuff A LOT easier to maintain and improve.

[h2]Other News[/h2]

Expect a big announcement during the coming week.

Have fun!

[h2]Full Changelog[/h2]
  • AI: Predictive aiming for ranged weapons. Survivors, turrets, and enemies, should miss a lot less
  • AI: Pets can sleep now (used for cats only so far)
  • AI: Cats, sheeps, and chickens will flee when engaged in combat
  • Balance: Different pets offer different mood bonuses (cats > dogs > everything else). Robotic drones no longer provide a bonus.
  • Balance: Pet related mood bonus now capped at 15 (from 10)
  • Content: Added cats as pets, useless in combat but cute and with a high survival rate due to their fleeing mechanic
  • Content: New "Work Safety" law, ratio between work speed and wound chance can be adjusted
  • Engine: Complete refactoring of economy-related functions, should be faster in very large bases (and a lot easier to maintain for me)
  • Engine: Minor optimizations to the way the game handles the pathing map
  • Graphics: Added support for alternate idle animations (used in cats: standing or sitting)
  • UI: Added some color to expedition widget to make it easier to see the status of the expedition
  • Fixed: Amphibious Vehicle HUD Issue
  • Fixed: Prisoners not gaining compliance from sleeping
  • Fixed: PetRange setting in species data files didn't do anything (modding)
  • Fixed: Potential crash when checking a factory using a recipe that was removed from the game (modded game, mostly)
  • Fixed: Survivors could still use booze as fun reduction even if they were not allowed to drink (if the booze and non booze are in same container)
  • Fixed: Loot table in POI info screen could show duplicate items
  • Fixed: Animals could reproduce while in combat or sleeping and across map layers
  • Fixed: When changing equipment from the population menu, the equipment panel wouldn't scroll properly