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After the Collapse News

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

After The Collapse 0.8.2: Digging Deeper

Hi there,

Long time not seen! My apologies for the lack of news on the official website and, more generally, the lack of store-page posts outside of game releases. The first two months of 2021 have sadly been cannibalized by personal reasons which I'm not going bother you with. I'm not looking for an excuse, just know it was unavoidable. When forced to make a choice between the two, I always favor writing the game itself over community interactions. The best way to catch me is through the discord channel if need be. Don't worry, I do still get, read, and fix anything related to crash/bug reports as long as they go through the established methods.

With that out of the way, let's talk about the game proper, that's why we're all here after all. :)

The major 0.8.2 update has just been released. Contrary to 0.8.1 which was mostly putting the finishing touches to 0.8.0, it's a big chunky one hinting at what I envision the game to be when we reach 1.0. Without further delay, let's dive in the new features.

[h2]Dig Deeper[/h2]

This is the big new feature of this update. Definitely setting us apart from Rimworld and other games in the same genre, at least when coupled with other features I will explain further down.

As you might have noticed, ATC does include an underground layer. With this update, ATC is finally able to handle any amount of underground layers, within technical limitations, of course. Each layer  basically runs on a specific thread. Ideally, you still want to keep at least one cpu core free for pathfinding, the sound manager and co. But, beside that, it means that ideal performances vs layer count will very much be tied to what kind of CPU you're using. An entry level Ryzen with 6 cores should work okay with 4 layers total (including the surface). a 8 core CPU will happily deal with 6-7 layers. And well, if you're a lucky bastard with a ThreadRipper, have fun playing with one of the very few games specifically optimized for high core count CPU :).

It goes without saying that the time it'll take to generate a map or save/load a game will slightly be impacted by the number of layers you're using.



I do want to stress out something because it might not be obvious to most of you:  moving from a dual layer system to "anything goes" was more complicated than just tweaking a few numbers left and right. The way I was generating maps, saving and handling map data, or even generating scenarios has been completely overhauled. I'm probably not even done with such modifications, but it seems to work well enough for a public release. It was a lot of work and I do fully expect that new and fun bugs will appear as a result. We'll have a hell of a day getting rid of them, I'm sure, but hey, that's my job :)

Of course, just adding more of the same would be pretty pointless. If all underground layers looked the exact same or had no real content beside more caverns, it would all be very freaking boring. This leads to the next 2 major new features!

[h2]Procedural Map Generation[/h2]

If you've been here from the beginning, you might have noticed that the procedural map generation hasn't evolved much in the last year, if at all. I mean, it's serviceable enough, but maps do get very similar to each other after only a couple games.

While the code itself isn't that bad, the way it was structured was very unwieldy and difficult to work with. And with the addition of more layers, keeping it that way just wasn't an option anymore.



In practice, with only structural changes and no new "magical algorithm", I have a lot more options to generate underground layers. You'll find underground forests, rivers and lakes. Even completely alien mushroom biomes.

I can spawn buildings underground (which, outside of the vaults, wasn't a thing). Mobs can spawn according to a biome: the arid biome will have a lot more scorpions, sewers have more zombies, and so on and so forth. Likewise, building infestations (mob ambushes in buildings) can be defined at the building level. If you remember the occasional house with the spider nest, well, now the random mobs in said building will always be spiders variants.



Additionally, buildings can have multiple layers: houses can have basements, and, while it's not there yet, I can easily generate a whole "dungeon" with 3 or more layers. Note that the above screenshot, showcasing said basements, is just from a test map, basements will not all be the same and might contain mobs in the released version. There are still a few caveats I will fix soon enough. For instance, the surface map generator within the city itself (the outside is in a decent state tbh) is still very repetitive. It's definitely something I will work on during this 0.8x cycle. But, right now, the main change on the surface, is that some buildings can spawn basements (with goodies, and baddies). The actual fun stuff is underground.

[h2]Goal Driven Scenarios[/h2]

Coupled with all the above, scenario files got a lot more options to play with. As such, the 0.8.2 update introduces 2 specific scenarios highlighting those new features. It's hard to talk about it without spoiling said features, but I guess it's fine to share the 2 first things you'll see when actually launching one of said scenarios:



This is the new intro text coming with most scenarios.

It quickly explains what's special or unique about it. In this case, you have to establish a base, tech up, dig down, find a path toward a military bunker while fighting off a bunch of giant spiders. It comes with a reward (a high-end tech unlocking new stuff) unique to this specific scenario. Note that, as specified, one of the layer cannot be dug into, you'll have to find, clear and use a specific building to access that layer. It's a new feature of the map generator, making so that some layers cannot be pierced into and have to be accessed by existing means instead. As you can guess, it's made so you can't just place 3 stairs on top of each other to access the loot, skipping all the mobs in the process.



And here's a mostly spoiler-free (and slightly outdated) screenshot of the bottom layer. It's highlighting the new map generation pretty well. A whole biome with giant mushrooms, underground rivers, and spider themed mobs and clutter. Sure, it's still a cavern map, but it does still look very different from the good old cavern you're used to.

The second scenario will spawn you one layer below ground. The surface is a monster infested hell-hole where your survivors will get a massive debuff causing them to get thirsty, sick and get constant health damage. Basically, you can only access the surface for looting purpose, but can't live on it, at all.

That being said, 2 layers below you, there's a scientific bunker. It might contain some gizmo which might help you to overcome this problem. Well... Granted you don't get killed by the mobs. Yes, it is meant to be very difficult compared to what the game would normally throw at you.

Those two scenarios in particular are highlighting features I'm planning for the 1.0 "story mode". This will be the subject of the next devlog.

[h2]Biomes and Layouts[/h2]

With the new layer system and the many new settings, the "custom game" mode got more options to play with. Still it's only a few more. Writing a menu able to tweak all those new proc-gen parameters for any arbitrary amount of underground layers would take me ages. At some point, it's just easier to rely on the city map. If someone is hell bent on writing his own map, editing text-files is (and will always be) the most practical option.

The city map allows you to pick the number of underground layers you want, warns about deadly surface biomes and can highlight "unique" underground biomes too:



There's also 2 new technologies and a bunch of items associated with them. One technology is unique to the "Scorched Earth" scenario. The other one can both be found in the "Arachnophobia" scenario and in the unique biomes mentioned above in the standard gameplay options.

I also added the new following biomes:
  • Swamps (surface): grassy with patches of water everywhere. Nice location all in all.
  • Scorched (2 variants, surface): Dead, toxic, scorching heat and full of monsters
  • Several new cavern variants with or without lakes and rivers
  • A slightly more open sewer layout
  • Two unique underground mushroom biomes: one infested by spiders, the other overrun by shamblers

It also includes a variant to the "Nature & Buildings" layout, called "Forest village". It's not fleshed out yet, so in practice it's a bunch of randomly placed buildings in an open area, and if the biome works with forests, then it should generally feature a lot of trees. There are a couple modifications made to existing buildings to account for their optional basement. And of course, a lot of new clutter, walls and tile types to give some identity to those new structures and biomes.

[h2]Misc Changes and Bugfixes[/h2]

As you can see, this update is mostly about making the maps and scenarios more attractive. As such, there are very few changes to the core gameplay loop. Still, it should be noted that the randomized loot table (those boxes in the underground) has been tweaked. It's no longer possible to find high-end gear in those. It was breaking the early game balance/economy to get free spec-ops armors due to lucky dice rolls. On the plus side, you'll find some on the surface, and there's a bit more. Some high-end (intact) weapons have been marked as rare, like the rocket launcher and most assault rifles, to prevent them from appearing too often, especially early game. You'll also be happy to know that if you start underground, your bunker's door will automatically be locked from the start, so you don't have to look for it for 5 minutes before unpausing the game.

And, as usual, there's a few bug fixes, minor UI tweaks, and general improvements. Refer to the full changelog for details.

[h2]Savegame & Mod Compatibility[/h2]

This version is definitely not compatible with previous save-games. I tried to put most of my save-game breaking changes in it so it doesn't happen again too soon. Yet, I can't make any promise in that regard due to the many large features/changes planned in the 0.8x branch. In any case, if you want to finish your game, you can roll back to the previous version as usual (right click on ATC in steam, properties / beta tab).As far as I am aware, all available mods should be compatible with this update unless they feature extra scenarios or tweak map generation in specific ways. I don't think such mods exist at the moment.

[h2]Closing Words[/h2]

While restructuring the code and writing the ability to dig further down was a bit of pain, I am very glad of the results. It will very probably cause some uncommon bugs, especially in very busy bases. While I don't put a hard cap on the number of settlers and layers you can run at the same time, you can easily understand why the more you're trying to push the game to its limits, the more likely are things to go wrong. It's a good thing as it will help catch very rare/situational bugs which would have otherwise stayed (mostly) dormant. I didn't get the time to play with all the new options, so there's still a lot I could add regarding special buildings or tweaking settings by just adding/editing data files.



Anyway, now that I can add procedural multi-layered bunkers and goal oriented maps, it'll soon be time to venture outside of our base (and comfort zone) to tackle the second "big goal" of the 0.8 branch. Oh, and also make the basic "general city" surface map generation less dull.

I hope you'll enjoy this update and the new scenarios :)

Cheers!

[h2]Full Changelog[/h2]
  • AI: Settlers can recognize "technologies" as special items and will mark that tech as discovered when looting one (triggering the 'tech found' panel)
  • Balance: Player bunker's external door is locked by default to prevent edge cases where a settler would go outside on accident
  • Balance: The random loot drops can no longer spawn (very) rare late game items (unless specified otherwise by a scenario)
  • Balance: Some of the high tier weapons (sniper rifle, rocket launcher..) have been marked as Rare
  • Change: The generic 'stairs' construction has been replaced by 'stairs up' and 'stairs down'
  • Content: Multilayered maps where you can dig several layers below ground
  • Content: The starting location in "The Plague" scenario is now 2 layers below ground
  • Content: Biome specific (both below & above ground) mobs can spawn (instead of picking from a generic list)
  • Content: When starting a new game, you can specific how deep you want to be able to dig
  • Content: Added new "Arachnophobia" scenario, breach an underground military bunker to retrieve a powerful tech
  • Content: Added new "Scorched Earth" scenario, breach a scientific bunker so you can find a way to survive above ground
  • Content: A new rare underground biome: Giant spider nest (a cavern with an mutated biome, full of spiders)
  • Content: A new rare underground biome: Breached research bunker (zombies and toxic goo everywhere!)
  • Content: Recipes and items to exploit the resources from those biomes (this is very much a spoiler, so no details)
  • Content: Added 3 new surface biomes "Scorched earth" surface biome: makes the surface a hellscape where nothing can grow or survive long, beside (some) mobs
  • Content: Added "Forest Village" (basically lots of random buildings and trees, need fleshing out) surface map setting
  • Engine: The engine can support any amount of layers, each running in its own thread / cpu core
  • Engine: Scenarios can set the terrain's depth and add additional mobs and loot
  • Modding: Scenario files have a LOT more options (mob density, underground forests, tweak mountains, unique mobs, loot tables, all of it entirely undocumented :D)
  • Modding: Initial mob spawn no longer hardcoded: located in terrains' data files (mapgen/terrains/*) and are allowed to spawn stuff on the surface.
  • Modding: Ambushes (mob in buildings) can be set at the building's level (mapgen/buildings/*, takes priority) or at the terrain level (mapgen/terrains/*).
  • Modding: Terrain definition files can apply traits (see terrain/scorched.json), it works like a weather traits in practice (goes with the new trait category "Terrain")
  • Modding: Added "IntroText" field to scenarios, displayed when the game starts (useful if the scenario feature specific goals. see scenarios/arachnophobia.json)
  • Modding: Modded biomes (mapgen/terrain/*) will automatically be integrated in any new game alongside official ones (on the surface & and in caverns).
  • ProcGen: Generally speaking the map generation is more powerful and a lot more option are available both for me and the modders
  • ProcGen: Several new cavern layouts (underground rivers, lakes, alternate walls, underground forests, variants of existing biomes)
  • ProcGen: Alternate, more "open" sewer layout will occasionally pop up
  • ProcGen: More decorative items (bones, bone piles, mushrooms, computers, electronic gizmos, cables, barrels, dirt walls...)
  • ProcGen: Handles any amount of underground layers (in reality it should not go above the number of cores on your CPU, but you do you)
  • ProcGen: More water, building, forest and mountain generation settings, working on all layers
  • ProcGen: Buildings with a vertical component are a thing now (buildings going several stories deep into the earth)
  • ProcGen: The city map generator got tweaked to take all new settings into account
  • ProcGen: Optional craters and "ruined" buildings on the surface
  • ProcGen: Tweaks to many existing buildings to use some of the new options
  • Sound: Ambiant sound layer (wind, rain and such) volume decreased when you're below ground
  • UI: Replaced the button to toggle map up/down by a more appropriate widget
  • UI: Scenarios with special rules (new ones, last stand, the plague) will display an introduction panel after launching the game
  • UI: Added button to the city map selection: choose how many underground layers you want for your map
  • UI: Slightly tweaked scenario screen menu
  • UI: Added ability to highlight special underground biomes on the city map when selecting spawn location
  • UI: New settings in the custom game's map generation tabs
  • Fixed: Several pathing and item placement issues related to map layers, unsurprisingly
  • Fixed: FaunaAI staying all riled up forever by a settler who moved back to a different layer ages ago
  • Fixed: Building a stair would immediately mark a settlement as "above ground" (independently of depth, which wasn't a problem until now).
  • Fixed: More typos (like, but not limited to "benomous" -> "venomous")
  • Fixed: Potential issue with the amount of mob spawned in the military base
  • Fixed: NPC were not respecting render layering properly (making big things like spider queens awkwardly appear below smaller spiders)
  • Fixed: Buildings standing on top of a water planes (a ground layer is now placed under such buildings)
  • Fixed: In the encyclopedia, some items could be tagged as being part of a location's loot table even if said item is marked as "NeverLootDrop"
  • Fixed: Missing tooltip in depot menu (clicking on the gauge to open the inventory)
  • Fixed: After generating a city, the selected location wouldn't get updated until it's clicked again
  • Fixed: It was possible to move stairs around, which was a Very Bad Thing (tm)
  • Fixed: Random events pop up in the tutorial (before it ends)

After The Collapse 0.8.1 Released

Here's the first update of the year! It's not as massive as you're used to because I had to extend my "vacations" (big quotation marks) for a couple weeks longer than anticipated. Anyway, I'm back and kicking and future patches will be much larger than this one.

As usual, I'm only going over the major new features and changes and you can find in the full change-log at the bottom of this very article.

[h2]Power Grid[/h2]

This is probably the major draw to this update and definitely one of the most frequently requested improvement. The power grid has been rewritten to work with multiple map layers. As such, it's now possible to transmit electricity from a layer to another.

I thought about adding a new construction dedicated to this task, but it was just simpler (code-wise) to add the functionality to power relays. Simply put, to move electricity from the surface to the underground (or the other way around), you just need to build 2 power relays at the exact same [X,Y] location, but each one on a different layer.



Additionally, the power relay menu got a makeover. It now allows you to change the relay's range which should make it easier for those who want to have separate or complex grids. It also indicates if it's connected to a relay in another layer.

Finally the "Power Grid" info panel shown in all relay, battery and generator menus now indicates the amount of power stored and total storage.

[h2]Survivors' Equipment[/h2]

Until now, new (and starting) survivors would spawn with a random selection of low tier weapons. While it's adequate, it's just not very fun. The game's engine is now able to associate a job and specific equipment. Simply put, cops will generally with a gun or a taser and a police vest, doctors will have a doctor vest, soldiers and mercs will get decent gear, and so on, and so forth.



Some professions come with no equipment at all and a few others are still using a random default selection. And note that the equipment spawn list for each profession still gives them a chance not to spawn with their "logical" piece of armor.

To reduce the incentive to "farm" the map and recruitment events just to gather decent equipment, people you expel or refuse entry to have a chance to bolster the ranks of a random AI faction (slightly increasing their manpower).

As I add more equipment and jobs I will continue to improve this feature.

[h2]Encyclopedia Articles[/h2]

I finished the work on the encyclopedia. The missing recipe category has been added. Items and crafting stations pages correctly link to the appropriate recipes. More importantly, I've added larger/longer articles to the Encyclopedia's main page.



Right now there's 3 main articles explaining the electrical grid, expeditions and the combat system. If enables, there's a forth article listing all the features included in the Halloween DLC.



The interesting part, at least for the veterans and modders, is that new articles can be added by mods. As such, it could be a great location for the more complex mods to add their own documentation instead of relying purely on their steam mod page.

[h2]New Content and Balance Changes[/h2]

One hour of additional ambient music has been added, doubling the total, courtesy of CO.AG (under CC-BY 4.0 license). They mix pretty well with the existing tracks, but I noticed a couple playing at a very low volume. I'll alter the sound levels if I deem it necessary after playing for a bit longer.

This version also comes with 3 new weapons, all of which are low tier melee weapons (crowbar, heavy pipe, hammer). They all have a high chance to incapacitate a target and offer small skill bonuses. They cannot be crafted, but are commonly found on survivors. In the same spirit, i've added 2 padded vests (armor) and 4 differently colored caps (headgear) which offer next to no protection and cannot be crafted but which survivors can spawn with.

To make the first tech choice a bit more meaningful, the "card playing table" no longer has a tech requirement, so it's no longer obligatory to pick carpentry first (and fast) before risking people to get very moody.

Last but not least (for the masochists), a difficulty setting has been added. It tells zombies that they are allowed to target walls when they can't find a better target. It's disabled by default.

[h2]Save Compatibility[/h2]

This is fully compatible with 0.8.0 save-games and mods. As usual, some minor changes/fixes will only apply on newly spawned agents but that's about it.

[h2]General Notes[/h2]

As I explained in the intro, this is a relatively small update, but at least, it completes a bunch of features I've promised since forever ago. Next updates will start focusing on the new expedition system, probably coupled with procedural map generation improvements.

Cheers!

[h2]Full Changelog[/h2]
  • AI: People are better at reacting to wounds; they will generally rush to the doctor instead of getting a meal (at least if there's something they can do about it).
  • Balance: Visitors you refuse entry to have a chance to bolster the ranks of other factions instead
  • Balance: The card table doesn't require the carpentry tech anymore (so it's no longer a tech you need to get first no matter what)
  • Content: You can now place 2 power relays at the same position, but one on the surface and one underground, to transfer electricity from a layer to another
  • Content: Power relays' range can be configured in their associated menu
  • Content: Survivors generally spawn with armors or weaponry related to their profession (cop with police vest, construction worker with hard hat...)
  • Content: Added difficulty setting allowing shamblers to attack walls if they cannot find an entry point or any other accessible target in your base
  • Content: Sleeping bags and tribal beds can be upgraded to standard beds when you get the proper tech
  • Content: Added crowbar, hammer and pipe to spawn & loot tables. Low tier weapons with bonus to skill and to incapacitate enemies
  • Content: Added variety of mostly decorative caps (headgear with very minor armor protection)
  • Content: Added two decorative armors (very minor armor protection)
  • Engine: Rewrote the power/electrical grid manager. It is more CPU efficient, responsive and able to handle different layers
  • Engine: Decoupled music from weather (ability to handle music playlists independently of weather patterns)
  • Modding: Articles can be added to the encyclopedia, which can be a very practical way to document your mods (see data/encyclopedia/*)
  • Modding: Base traits (those settlers/animals can spawn with, jobs included) can add specific items to their target. Applied once on spawn.
  • Modding: Added CanAttackDoors (true) and CanAttackWalls (false) to npc files, telling if they are allowed to attack either target. Only useful on RaiderAI fueled npc. Won't impact turret behavior.
  • Sound: Added 16 new background music tracks (one additional hour of music, doubling playtime before repeat), courtesy of CO.AG under CC-BY 4.0 license
  • UI: Added confirmation box when banishing survivors or running self destruction sequence on robots
  • UI: Added power storage information to power grid information panels
  • UI: Overhauled the power relay menu (more info, configurable range, similar "look" to other power management menus)
  • UI: Added Recipe category to Encyclopedia
  • UI: The welcome screen of the encyclopedia has been overhauled to contain articles about the game: combat, electricity and expeditions so far. More to come.
  • Fixed: Fire Crabs didn't get the intended health bonus, making them much less tanky than planned (will only work on crabs spawned after the update)
  • Fixed: A few tutorial messages couldn't be translated
  • Fixed: Robots and other "non sentient" agents would incorrectly try to check if they need to go to the hospital
  • Fixed: Crash in the encyclopedia when trying to access information about a Tech if it's accessed from the main menu
  • Fixed: Some typos in the game tips
  • Fixed: Technologies were shown in the item section of the encyclopedia (despite having their own category already)
  • Fixed: The non functional "Bandit Lair" setting (it's planned but not implemented yet) was visible in the difficulty settings
  • Fixed: It wasn't possible to "just rotate" a furniture (you had to move it away once and then place it again)
  • Fixed: In some scenarios, accessing the city map from the underground layer would incorrectly show your base being located in the top left corner
  • Fixed: Shamblers and tribals would get a job-type trait which wasn't intended.
  • Fixed: Using "OnTop" rendering for pieces of armors/headgear wouldn't always align properly (Modding issue)