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After the Collapse News

Update 1.2.3

Hey there!

I hope you all had a good holiday season. Let's hope this year will be better than the last.

Here's a small patch for 1.2 focusing on recent player feedback. It's fixing a few bugs and balancing issues. It's nothing major. Unless some major crash or bug pops up, this will likely one of the last "hotfix" for the Rebirth update, next patches will add proper content (on top of the usual fixes and tweaks).

Expect a full devlog in a few days.

[h2]1.2.3 Changelog[/h2]
  • Balance: During the Main Story, "experienced" trait progression is reset in between acts, so new players don't get overwhelmed by 30+ settlers crying about the lack of a proper bedroom
  • Balance: Reduced the ratio of pandemonium infected recruits (15%->10% in Rare, 30%->20% in Common, 95%->90% in Everyone difficulty settings)
  • Balance: Enforced limits to the amount of boss level hordes being active on the map at the same time (only one of each kind, max), also made them to spawn later
  • Balance: The Swarm faction event can no longer spawn super close to the player base (also slightly reduced the amount of creatures inside on spawn)
  • Balance: Hordes won't spawn too close to the player base (unless it's intended)
  • Balance: 3rd degree burns, if left untreated for 4 to 5 days, will heal on their own but leave permanent scars decreasing morale and some stats
  • UI: In "Misc Orders", added two buttons to 'turn off' and 'turn on' all the selected production buildings
  • UI: When an expedition gets killed, a new, prettier, info panel is shown, displaying the reason why it happened + a log of last messages
  • UI: When someone turns hostile due to mental breakdown, auto pause/center camera (if set in settings), there's also an alert sound, and the message is written in red
  • UI: When someone under mental breakdown starts a fire, there's a new alert sound, and the message is written in red
  • Fixed: It was technically possible to spawn in a 1x1 island in some specific scenarios (including Act1) preventing you from being able to play the game properly
  • Fixed: Impossible to attack walls/windows/clutter when defending a map location
  • Fixed: A crash with travel events, more specifically, the zombie horde travel event had a 33% chance to cause a crash when the player fails the event
  • Fixed: One of the "animal food" recipes was missing in the electric kitchen
  • Fixed: Pandemonium infection wouldn't spread through brawls as the standard fist/punch attack wasn't properly replaced by the infected variant
  • Fixed: Multiple minor issues with world map spawners (bandit hideout for instance) when they are conquered by a horde

Update 1.2.1 & 1.2.2

Hi,

This is a small patch to fix the issues found in 1.2, most of which are related to the Arakan playable faction archetype. There's no need to reset your progress or anything like that.

The main visible change, beside a few minor graphical improvements, is the new bone carving station. As the name implies, all bone-related recipes (mainly a thing for cannibals and mutants) have been moved there. It means that the bone armor is now available right from the start, possibly making the very early game a bit easier for those factions.

[h2]1.2.2 Changelog[/h2]
  • Fixed: Possible crash in "Scenario->Custom->Equipment" menu if one of the items provided in the scenario doesn't exist (outdated mod issue)
  • Fixed: If a survivor is being "summoned" by the pharmacy while their inventory is completely full, they would get stuck in place
  • Fixed: Similar issue with doctors not having the room in their inventory to grab some bandages, for efficiency's sake, inventory weight check is disabled while treating a patient
  • Fixed: It was somehow possible to break stairs and the associated logic by building a farm over them, causing one part to disappear, and confusing the hell out of the survivors below


[h2]1.2.1 Changelog[/h2]
  • Balance: Crafting recipes unlocked by the bone working tech (cannibals and mutants) moved to the new bone carving station
  • Balance: All other bone based ammo, tools, and weapons have been moved to this new station (for consistency sake)
  • Balance: Added exploration tech to base technologies known by Arakans
  • Balance: People are more careful after getting wounded at work, meaning that they are not likely to get wounded again for a bit
  • Balance: Underground raids have been moved to the surface as their likelihood of getting to be an hindrance to the base is practically zero otherwise
  • Graphics: Replaced the expedition military jeep's sprite (found in military bases) by something looking a lot better
  • Graphics: Replaced the expedition motorcycle's sprite by a new one
  • Graphics: New headgear sprites (military helmet, metal helmet, and the various caps)
  • Graphics: Replaced body armor sprites (military, mercenary and metal armor)
  • Modding: The Arakans' ability to make pets out of typically non-adoptable critters is now data driven instead of being hardcoded
  • Fixed: Both the new questline and one of the unique survivors you can recruit while exploring the world map had their effective cost doubled
  • Fixed: Arakans' spiders would forget who had adopted them after reloading a save, alongside a bunch of fun stuff in the same genre
  • Fixed: Babies made by arakan-adopted spiders would spawn as wild
  • Fixed: Similar issues if a NPC changes its AI module midgame (pretty sure it was only a thing with some modded mutagens)
  • Fixed: Missing "downloaded a mod" achievement check when starting a new game, meaning that the achievement would only trigger when downloading a mod from the game's UI
  • Fixed: The pharmacy's logic code wasn't handling a few cases where the jobs wouldn't be distributed properly
  • Fixed: Clicking the button "adopt" on a friendly wild spider would causes the butcher or neuter checkbox to be accidentally checked
  • Fixed: Warning/Failsafe when using Windows 10 K or KN was yeeted at some point, not informing people with those exotic versions to go download the media pack
  • Fixed: The "Select All Units" button was not legible enough
  • Fixed: Prisoners coming back from an expedition were keeping their weapons/armors

After The Collapse 1.2.0: Rebirth Update

Hi!

Here's a very massive update for After The Collapse, hence the skip in the usual version numbering system. It covers multiple new systems, new quests, a slicker UI, heavily improved graphics, new critters, and a ton of fixes and balance changes. As usual, the full change-log is at the bottom of this post. I will also cover the reasons why there has been no update in a year at the end of this article. The important bit is that updates will start rolling out again at a regular pace.

[h2]Visual and Audio[/h2]

This will be the first thing you'll notice when launching the game. All background images, static cut-scenes, portraits, and illustrations during events and quests have been redesigned or replaced by much higher-quality assets sharing a similar art style. That's about 200 new or replaced images in total. Additionally, all main story cut-scenes have voice-over narration and dialogs, in English only, though (there's no plan to add more languages).



The visual improvements are not just limited to the "non-game" parts. As you can see in the screenshots below, all the different wall types, including the mountains and caverns, have been redesigned using a top-down 3D perspective. It really should have been done sooner as it makes the game look a lot better.



A very common complaint regarding the user interface is that it is oversized. As such, the font is now a bit smaller (which incidentally fixes an issue with the text being slightly distorted), and all menus, panels, and elements (like check-boxes and such) have been resized, if not fully redesigned. Even the menu at the bottom of the screen uses much less space. There's a side effect, though: scaling down the UI in the settings will make the text much harder to read.



There are still a few menus and screens I need to review and possibly redo, but they're in the minority. The next stop will likely be the over-world map, which really needs a facelift. I might also do something about the survivors themselves, replacing them by something better looking/animated, not 100% sure yet.

[h2]Fishing![/h2]

This is a new way to feed your base, which can be used as a replacement or as a complement to farming. It does not require any particular technology and is available right from the start of the game, assuming there is water nearby, of course.



You build fishing docks next to the water; they function similarly to a crafting station. You can either fish with bait or without, with the former being a lot more time-efficient than the latter. You can build fish bait at the camp fire. There are 2 recipes: the first one requires nothing (the survivor is "looking for worms") but takes a while; the second one uses plants and is much faster. All those activities use the new "fishing" skill. Fish are considered a food ingredient that can be used in the kitchen to make cooked fish or fish'n'chips (with potatoes). Both of those meals are very filling and give a pretty decent buff.



Compared to farming, fishing is more labor-intensive, as you need to make bait and have multiple docks with workers constantly busy fishing. Depending on the map, it also might be riskier, as you might need to fish relatively far away from the security of your walls. That said, it's immune to bad weather, the food you produce is of much higher quality (especially in the early game), leading to happier survivors, and it's easier to predict and monitor food availability.

Early game food production was one of the very few systems for which there was one thing, and one thing only, you could do. You'd make 30 tiles worth of farm in every game, probably even the very first thing you'd even place on the map. It always bugged me, but I never really had the time to add more ways to do it until now. It's also the first game system in a long line that I'm going to alter and make more meaty.

[h2]New Critters[/h2]

On top of the new giant crab variant (a tanky melee focused ice/electric crab, more common in humid/cold biomes), entirely new creatures join the roster.



Giant ants come in 2 variants (soldier and worker). They aren't very tanky but come in large groups. As with the real ones, there's nothing much to gain from fighting them beside the satisfaction of not being eaten alive by a swarm of insects, which is as good a reason as any. I didn't get the time to expand on the concept much yet, but I'll be adding their own dedicated underground biome and unique world map battle map and systems in the next update. I'm pretty excited with what I'm going to do with them in the future.

Caterpillar-like critters now spawn in the underground layers. They are extremely weak, but can be pastured (they drop eggs). They reproduce quickly and are a decent source of silk and animal meat. There's only one variant, but more will come soon.



Finally, in the annoying, but rare and exploitable, spawner category, I added the mutated carnivorous plant and its poisonous spore minions.


[h2]Unique Survivors[/h2]

Those are survivors you can recruit during extremely rare events and world map mini-quests. Right now, there are 10 of them, but you'll see a lot less than that during the course of a game. They come with a custom portrait, bio, and equipment and have really good stats, traits, and skills. They are generally very costly to recruit.



Right now, they aren't integrated as well into the game progression as I'd like. It'll be ironed out in future updates, and I might even give some of them their own dedicated recruitment quest-lines.

[h2]New Short Quest-line[/h2]

I added a new short questline, Wandering Stranger. It is not available in story mode, but it should work in all other scenarios. It triggers when an expedition is traveling the world map during the midgame (it's gated by having radio researched). You do not have to accept it immediately; if you tell the wandering stranger 'No', the event will pop up again.



I won't go into much more detail. It's lore heavy but not particularly complicated and includes some unique rewards you can't find anywhere else.

[h2]New Wound System[/h2]

If you've played After The Collapse for more than a few hours, you probably noticed that outside of combat, survivors would never get wounded. Even in combat, it was rare and limited to a very small selection. This was partly due to the implementation; each time I added a new injury, I would also have to edit every single weapon file accordingly. It was not a scalable system, and it made weapon modding more difficult than it should be. Plus, there was no way to make some wounds more rare than others. Well, those are things of the past.



Now, while working, your survivors will get wounded pretty frequently, actually. The less efficient a survivor is at a task, the more likely they are to get wounded. The nature of said wound depends on the task: hauling may cause back pain, while someone working at the smelter may get first-degree burns. Rare exceptions aside, those wounds are quite superficial and will heal on their own. They will impact the survivors' morale and stats/skills temporarily, though. This can be disabled in the difficulty settings, but I would strongly advise against it.



Regarding combat, instead of tying injuries to each weapon individually (which is still possible), the game ties those outcomes to the damage type and the weapon category. For instance, all standard rifles (ranged, piercing) share the same pool of injuries the game can pick from, while all shotguns (ranged, impact) use a different pool to pick from. In practice, this does not change the likelihood of being wounded when hit; it just increases the number of possible outcomes.

[h2]New Playable Faction Archetype[/h2]

The Arakans (from Act 1 of story mode) are now playable in the other scenarios. They haven't been fully tested and are probably quite challenging to play. They have the same tech limitations as the mutants, barring you from using the late-game stuff. They are mentally unstable cannibals (mental breakdowns are slightly more common) and cannot recruit people normally. You can't even recruit while exploring world map buildings. Yeah, that's a lot of negatives, but there are a few upsides.



First, you can place giant spider nests on the map. They act exactly like the occasional spider nests you'd find on the map, except they're friendly, and you can adopt the spiders. They can use said spiders as pets, which is not possible when playing other archetypes. They start with the ability to launch expeditions and the ability to craft bone weapons and armor. They also have access to two unique technologies. The first one gives you increased mastery over spiders, allowing you to build nests for each sub-species of giant spider. The second technology is an early-game and low-cost replacement for the slave collar; it's to be installed in a vehicle and will allow you to capture survivors.

The general idea for this archetype is to use prisoners as a work force and recruitment pool (and possibly as a food source) while you rely on the spiders to protect your base. I would recommend starting with four more survivors than normal if you decide to play with this faction; it'll compensate for the lack of the initial recruitment event.

[h2]User Interface[/h2]

The UI hasn't only been downsized; it's been improved as well! The most obvious improvement is the minimap, which uses little icons to show survivors, traders, critters, and even fire. Don't ask me why it wasn't implemented like two years ago; I don't know either.



All the world map menus (location, expedition, horde) got a makeover. They use less screen space while displaying more information. The combat strength of a given horde or expedition is clearly indicated on the menu via the sword and shield icons, giving you a clear, visible indication of how a(n automated) battle is likely to go down without having to dig through several menus.



Logged messages are generally more nicely written, especially when it comes to injuries, sicknesses, and deaths, avoiding unnecessary repetition of the same information. Speaking of death, instead of getting the associated settings menu when clicking on an occupied tomb, you'll get a short eulogy for the departed instead.

The list goes on. It's still the same UI, and things are handled the same; it just feels nicer overall.

[h2]Game Balance[/h2]

The first thing regular or returning players will notice is that the smelters need workers now. This may slow down the pace at which the early game is played, as you'll need more manpower to do the same amount of stuff as before. The late-game electric furnace is still automated.

With the slower pace and the higher need to prioritize medicine over rushing to pipe weapons, I decided to increase the damage output and range of crossbows. It's not a big boost, but it's enough to make crossbows viable against early-game threats.

Many, many traits and professions have been added or altered. Some of the very good or very bad ones are also more rare (not everyone gets to be a genius, not every soldier survived the war, and so on). Speaking of traits, they can influence the invisible "mental stability" meter of each survivor alongside a variety of other factors. I'm a bit torn on keeping this value invisible, but it's way too easy to cheese when it's not.

Regarding the environment itself, plants spread a bit slower, fires die down during the rain at a much faster pace, while acid rain and blood rain are shorter but may damage the sanity of whoever is outside when the calculations are done.

[h2]Modding[/h2]

As usual, everything is data-oriented; in text files, even the questlines are 100% data-driven. A lot of existing systems have been improved in this particular update, but it stays compatible with any mod that was already (fully) compatible with 1.0.

[h2]A Few Words[/h2]

So, yeah... I've been away for a bit. Well, a year...

While it's true I was severely burned out after the 1.0.1 release, burnouts don't last a whole year (it did last a few months, though). I'm not going to share my private life publicly because it's not really who I am. I'll just say that a lot of stuff happened, mostly of the bad kind, and it took me a while to recover from said stuff. I want to apologize for this brutal and unannounced lack of update, it's against everything I normally stand for as a developer. I get it if you're mad at me, but there isn't much I can do about it now.

The important bit is that I'm back, and there shouldn't be any more interruptions in the future. The pacing of said updates won't be as hectic as in the pre-1.0 era. I'd like to take the time needed to implement the new features properly.

First things first, the world map need to be made more pretty to look at, because the more content and quests I add, the more it takes the center-stage, and the current visuals are starting to really clash with the rest of the game. I might try a node based system instead of a free roam one, it might make world exploration more engaging. Weather effects and transitions (or lack thereof) need a refresher too. 

Beside that, I'd like to add the ability for mixed damage types: like modifying a rifle with some macguffin artifact to add fire damage on top of its piercing damage. Retractable walls could also be a fun addition to play with (connect a bunch of walls to a lever, push lever to toggle the walls on / off). Neutral critters and visitors would also help in making the local map feel more alive. Finally I'd like to review how fires interact with plants, the fact that they leave absolutely nothing behind is bugging me. Oh, and ants.. lots and lots of ants.

Anyway, that's all for now. I Hope you'll have a good time with this update!

Cheers!


[h2]Full Changelog[/h2]
  • AI: When in a lounge or study room, survivors will benefit from the effects of seats with special effects (like the sofa)
  • AI: When placing tiles, survivors will try to pickup enough building material to place several in a row whenever possible
  • AI: Creatures (outside of combat) should be a bit more chill and not constantly move around
  • Balance: Reduced "Logistics" research time by 20%, slightly increased vehicle research time
  • Balance: Some very good and very bad traits/jobs are now less common than others
  • Balance: Reduced the max amount of initial hostiles on maps (mostly visible at High and Very High danger level)
  • Balance: The basic smelter requires a worker instead of being automated (the late game one is still automated)
  • Balance: Acid/Blood rain weather patterns are a bit shorter, blood rain will cause sanity damage
  • Balance: Flamethrower range reduced by 1 across the board (pipe version 5->4, modern version 6->5)
  • Balance: Standardized and extended the types of wounds people can receive from being hit by weapons
  • Balance: Increased bow and crossbow damage to make them a bit more viable in early game so players don't feel the need to always rush pipe weapons
  • Balance: Reduced Exoskeleton Helmet (all variants) ranged damage bonus from 10 to 5
  • Balance: Initial good events when starting a game no longer count toward good/bad event balancing (reduces likelihood of having multiple bad events in a row once the protection goes off)
  • Balance: Wild plants and trees grow and reproduce more slowly
  • Balance: Replaced "Laceration" wound by "Bad Cuts" in the Very Bad Day scenario, to reduce the likelihood of instant game over
  • Balance: Being exhausted, starving, or dehydrated (basically any deadly need at max value) decreases mental stability
  • Balance: Underground giant mushrooms propagate in much less dense clusters
  • Balance: Tweaked a few items' weight to make exploring mines less cumbersome
  • Balance: Wild vegetation shouldn't expand to completely separated regions anymore (underground giant mushrooms no longer invade empty parts of the cavern)
  • Balance: Fires die down much faster when it starts raining
  • Balance: Reduced spawn rate of buildings overrun by the infected by 33%
  • Balance: Chatting with friend/foe has a less extreme influence on morale, and multiple tweaks to the system (some discussions have more long lasting effects than others)
  • Content: Fishing! Added fishing dock to catch some fishes, the Fishing skill itself, a bait recipe to campfire, and 2 recipes to cook your fishes
  • Content: Added fishing rod to skill-boosting items you can build (or loot)
  • Content: Playable Arakan faction archetype, mastery over spider kind, cannot recruit people normally, must take prisoners and possibly convert them, 2 unique tech to research
  • Content: A fairly long expedition event chain 'Wandering Stranger' with unique rewards (not available in the main story, radio tech required)
  • Content: Added unique survivors, with custom equipment and boosted stats, who can be recruited very rarely during standard recruitment events
  • Content: Added a few events (both local and travel events) to recruit those unique survivors
  • Content: Workers have a small chance to get themselves hurt when working, depending on skill and activity (can be disabled in settings)
  • Content: Improved combat related wound system
  • Content: Abominations from act 3 are integrated in the other scenarios
  • Content: Many new survivor traits, professions, and a lot of new wound types
  • Content: Added surgical kit to medical stations, used to remove lodged bullets and shrapnel wounds
  • Content: Added ice crabs to the fauna, tanky and melee focused, available for taming too
  • Content: New monster type: Giant black ants (2 variants: worker and soldier), not particularly dangerous, but tend to show up in large groups
  • Content: New underground only critter: Giant caterpillars (can be pastured and used for silk production, eggs can be found by killing them or through traders)
  • Content: Added wood wall to basic carpentry tech, useful on maps with little access to stones
  • Content: New enemy spawner, mutated carnivorous plant and it's poisonous spore-like minions (appears the same way as other spawners, by razing nature)
  • Content: The giga crab joins the ranks of the boss-type critters, it's not meant to be a fair fight, and only appears as a horde in the late game
  • Content: When a farm is selected, you can see a progress bar below each individual plant to show how much they are grown (the bar is yellow when in progress and green when ready)
  • Graphics: Most cutscenes, events, and mission-related images have been redesigned in HD with a coherent-ish art style (150 pictures, took quite a while)
  • Graphics: Some of the lower quality textures and assets have been replaced
  • Graphics: Added new legible icons to the minimap to show fires, survivors and critters
  • Graphics: Replaced all existing wall types by ones with a fake 3D perspective
  • Graphics: Mountains and cavern walls got a similar treatment
  • Graphics: Tweaked main scenario's intro sequence (arrival at bunker) and replace invading zombies by their fully animated variant
  • Graphics: Added some event-specific artwork to replace the generic ones (like corridors are actual corridors, and not the tunnel picture)
  • Graphics: New farm tiles, looking distinct from the rest of the terrain
  • Graphics: Much better sleep animation and positioning
  • Graphics: New venomous spider sprites and animations (no longer just a recolor)
  • Modding: Ability to blacklist specific travel events in scenarios (Scenario.Events.BlackListTravelID)
  • Modding: Added ability for travel events to make sure that at least someone survive no matter the event's effects.
  • Modding: Point of interests can be preloaded with specific mobs instead of faction dependant ones (see qradio_bunker)
  • Modding: Added "ReplacePOI" to TravelEvent effect list (see new event chain, ValueString is POI ID, ValueFaction is optional faction ID)
  • Modding: Travel event options can check for a second condition (global variable check, see qradio_stage3_storage)
  • Modding: Added global event to replace a point of interest (see the qradio questline ending)
  • Modding: Traits can be set as "Rare" (true/false, default false) to reduce how likely they are to spawn by 66%
  • Modding: Similary, hordes can be set as "Rare" (true/false, default false) to reduce how likely they are to spawn on the world map by 66%
  • Modding: New or existing wound-type traits can be associated to activities/skills in the new wounds_work folder (add new files instead of editing base ones)
  • Modding: In the same spirit weapon types and damaged types are linked to wounds in the wounds_weapon folder
  • Modding: Unique survivors can be added to the pool by adding "UniqueNPC: true" (alongside a few optional params) and to a new NPC file (see npc/unique_*)
  • Modding: Added DailyMentalBreakChange, MentalBreakModifierGain, MentalBreakModifierLoss settings to traits
  • Modding: Added EventUniqueRecruit to the event types, used to recruit either a random unique NPC or a specific one.
  • Modding: Added "InitialStorage" and "AddToInventory" to faction archetype file (see the new arakan archetype)
  • ProcGen: In the world map, deadly biomes are less common and have patches of non deadly biomes instead of being big blobs
  • ProcGen: Mountains on the surface can properly touch the sides of the map
  • ProcGen: More distinct biome fauna
  • Sound: Added voiced dialogs for all main story cutscenes (english only)
  • UI: Rooms with enemies inside are more clearly indicated with a much brighter red color
  • UI: General UI cleaning pass, making the user interface look a bit less like an oversized toy
  • UI: The font used in the menus is more compact (side effect: screen resolutions below 900p are difficult to read, I'm looking into new options for potato computers)
  • UI: Scaled down many UI elements to improve legibility (drop-down lists, checkboxes, health bars and such)
  • UI: Added info to factory screen, warning when there's no compatible adjacent depot for queued orders
  • UI: Job management menu more legible (less yellow text everywhere)
  • UI: In the world map, the "point of interest" menu, and its sub-panels, have been redesigned to look less barebone
  • UI: In the world map, the "horde" and "expedition" menus have been altered in a similar fashion
  • UI: Many lists and menus have been resized, standardized, and made more compact
  • UI: Survivors' stats and job sub-panels are a lot more compact
  • UI: In the "Add a recipe" submenu for crafting station, items in the list can be double clicked to be added quickly
  • UI: Expedition widget is now available in combat mode
  • UI: Added a "Mass Trade" button to the diplomacy tab, allows you to request traders from all factions simul
  • UI: Bottom menu downsized and reskinned
  • UI: The short text/lore cutscenes can be skipped with [ESC]
  • UI: Replaced some of the "Settler got trait: X" by nicer messages
  • UI: Occupied individual tombs have a new menu showing an epitaph + details about whoever is buried there
  • UI: Camera automatically centers on a survivor if they turn into a zombie if "center/pause game if survivor is hurt" is checked
  • UI: Expeditions are automatically named after the vehicle being used
  • Fixed: Farms could drop the "plant seed" job on rare occasions
  • Fixed: Small blocking issue in the "build roof" job
  • Fixed: Some typos and weird looking sentences have been corrected/rewritten
  • Fixed: Map generation had a small chance to cause scorpion or spider dens to appear during the intro cutscene
  • Fixed: Some bits of text, in a few menus, were displayed with a very slight distortion
  • Fixed: Mouse-wheel scrolling in some menus, when the list is barely longer than the menu itself, would be very slow
  • Fixed: An issue where placing or deleting a build location, walls especially, wouldn't always update the pathing map correctly
  • Fixed: Right clicking a tile with items on the ground would incorrectly state that a survivor would get the items when those are set not to be
  • Fixed: Tooltips would appear incorrectly sized for a few frames (partial fix)
  • Fixed: Misc building related issues
  • Fixed: When manually defending a production center against a raid, hostiles would not try to break the doors
  • Fixed: Message "we're done exploring X (0.0132023154kg space left)" sent after an expedition finishes wasn't formated properly
  • Fixed: When using "Automated Battle" on a map location tied to an event, it wouldn't automatically launch the event
  • Fixed: Text dump events (triggered in a few specific questlines) couldn't display its optional banner image properly
  • Fixed: It was technically possible to trigger the same interactive event menu twice
  • Fixed: Misleading message spam when an illness is spreading
  • Fixed: Sickness timer was reset each time one is transmitted, even to someone already having it, causing epidemics to stay for way too long
  • Fixed: Tutorial characters (bob, clara and such) couldn't be butchered properly or use their fists in combat
  • Fixed: The event used to spawn hordes on the world map would display an incorrect alert
  • Fixed: People sleeping too far away from their bed
  • Fixed: Weapon info panel was giving erroneous stats when it comes to their chance to apply wounds
  • Fixed: Cannibal faction archetype wouldn't automatically set the faction setting to allow eating human meat
  • Fixed: The faction summary tab wasn't checking if the private bedrooms were completed or not
  • Fixed: Dead critters being rendered on top of live ones
  • Fixed: Probably a bunch more, didn't keep track of everything

1.0.1 Balance & UI Update

Hello!

Here's the 1.0.1 update. Namely, the version which probably should have been released initially, but well, hindsight is always 20/20.

On top of the usual improvements, tweaks and fixes, there are 2 main arcs for this update: a proper balance pass at the story mode while fixing its remaining problems, and the much requested job management tools.

Enjoy!

[h2]Story Mode[/h2]

The main change in this story-line is that there's a soft cap to the maximum amount of people you can control. This includes expeditions and workers at production center. The cap increases in each act. It's 25 people in the first act, 50 in act 2, 75 in act 3 and 150 in act 4. This is unique to story mode, the other scenarios and sandbox modes are still uncapped, obviously.

The rational for this change is pretty simple, it's to make this mode more difficult for veterans (limiting their ability to grind the whole world-map before moving to the next chapter) without complicating things for newcomers.

Additionally, you'll start the first act with an additional soldier-type settler, pushing your initial population to 8 survivors and giving you more than enough firepower to deal with literally anything the game can throw at you in the first few in-game weeks.

There are many more tweaks and fixes to the story stuff. Most will only apply when you switch to the next act (that's kind of a structural issue with the quest system) or start again.

[h2]Job Priority Menu[/h2]

As shown in the previous devlog, I reworked the job priority menu to include the list of currently queued jobs. There's not much to add, the menu is self explanatory enough.



[h2]Job Manager[/h2]

Here's the new job manager. It should be a lot more useful than its previous iteration. It's also much easier to read. I might still modify the UI further, because it's nowhere near as compact as I'd like it to be, but that will have to do for now.



So, you can select which jobs you want it to handle, while before it was kind of a all-or-nothing affair.

You can also tell it to make some of the entries "exclusive". Meaning that the people selected for a particular skill will only have this skill enabled. This is basically for the "Science" field. Enable it, set it to keep only the one best survivor, and check it to be exclusive. This way, your scientist will do science, and science only.

If you check the "Maintain Settings Automatically" checkbox, settings will be automatically reapplied each time you get a new survivor, or one dies, leaves, come back from an expedition, and so on. Basically, it does what it says on the box :)

But what if you want to set manual job settings on one (or multiple) of your survivors? Well you can do that too now!



See that check box at the bottom of the survivor's job menu? This is its purpose. Check it, and the job manager will completely ignore this survivor.

I can't stress this enough, though. There's no magic combination of jobs settings that will beat a base designed with proper depot and factory placement. Nine times out of ten, outside of farmers, scientists and medics, you'll just make things worse.

[h2]Notable Stuff[/h2]

I decreased the trade value of things like poison and tree seeds, as those were practically free money printing machines. I also halved the silk/poison production rate of tamed spiders/scorpions.

I also added a new booze with limited anti-sickness properties (I know, I know). It has a decent trade value, and can be made for relatively cheap with alcohol and poison (why not).

There's a lot more in the following changelog, which I encourage regulars to look at.

[h2]Full Changelog[/h2]

[h3]Artificial Intelligence[/h3]
  • Survivors usually look for a nearby job before looking at the global list, now they'll only pick the nearby job if there's nothing else tagged as more urgent in the list. This should fix issues where you set a whole building to be razed, but a doctor is urgently needed elsewhere. They should pickup the urgent job instead of queuing more nearby demolition ones. At least that's the idea and it's assume you use global job priorities.
[h3]Balance[/h3]
  • In Story Mode, each Act has a maximal amount of population you can manage (25, 50, 75, and 150, respectively)
  • In Act 1 of story mode, heavily reduced the total quantity of loot which can be found in military bases and police stations
  • In Act 1 of story mode, removed special underground biomes from the world map
  • In Story mode's first 2 acts (and outside of Act 1's ending), back-to-back events will no longer occur
  • Added a second soldier type survivor to act 1's start to put it on par with a standard game start
  • Halved production speed of poison and web from spiders and scorpions (from once every 12h to once a day)
  • Slightly decreased reproduction rate of tamed giant spiders
  • Heavily reduced buying/selling price of poison and tree sprouts
  • Some of the least used/rare food (cooked meal, MRE) provide slight anti-sickness benefits on consumption
  • Added "plot armor" to mutant horde's HQ in act 2 to prevent players from skipping the whole mission
  • Added "plot armor" to most friendly factions' HQ in story mode to prevent players from getting soft-locked
  • Increased rarity of spec ops armor, military armor, and some advanced rifles (both damaged and working variants)
[h3]Game Content[/h3]
  • Added an alcoholic beverage which can be made from alcohol and poison, decent trade value, some health benefits
  • Job Manager overhaul, easier to use, more functionalities and can detect people leaving/joining/dying to reapply your settings on its own when set to auto.
  • Fog/cloud texture size increased. It's also "stuck" to the map instead of using parallax scrolling as it was visually annoying when zoomed out.
[h3]User Interface[/h3]
  • Game will look for installed mods before starting a Story Mode game and warn you
  • Study Zones can be "paused" so you can tell students/teachers to go do something else without having to clear the list
  • Fully reworked Job Manager menu and functions. You can also set individuals to be ignored by said Job Manager by using a check box in their individual job sub-menu
  • Redesigned Job Priority menu with additional job queue information
  • Added total population counter to your faction's summary which includes expeditions and people working at the production centers
  • Added tooltips to Settle Info Menu (when selecting a location for your base) to explain the various terms like decay, water access, danger and so on
  • You no longer have to press the surrender button when defeated during a manual expedition battle
[h3]Modding[/h3]
  • Scenarios can set a maximum quantity of survivors the player is allowed to manage
  • Ratio of special underground biomes can be altered (see act 1 map)
  • Ability for a consumable to have a need modifier that the AI will not detect but still function. Like a food which slightly lessen sickness but you don't want to be used JUST to reduce sickness because it'd imply using way too many units. (see drink_devil, meal_mre, and meal_cooked)
[h3]Bug Fixes[/h3]
  • Farm could spam plant-seed jobs uncontrollably (regression bug from 1.0.0.4's AI improvement)
  • Clicking on a log entry about a map battle you've left would try to teleport your camera to a target who doesn't exist anymore (often leading to a crash)
  • Multiple event related issues in story mode (won't fix itself in whatever act you're in)
  • People currently in an expedition wouldn't be included when relocating your base
  • In sandbox mode, moving the base somewhere else could duplicate survivors if you customized your starting list
  • Selection from the Population menu was unreliable (the menu can no longer be dragged around as it was partially the reason why)
  • Issue where a stair could be blocked by a 2x2 (or larger) furniture during map generation
  • The previous fix to the minor "copy/paste recipe" bug wasn't taking single item factories (like water collectors) into account
  • Act 4 would normally finish when a specific item you've just produced is put into a container, it'll now be finished as soon as it's produced to avoid confusion.
  • Hordes would not spawn any loot when defeated in automated combat
  • Some issues with loot distribution when defeating grown hordes (then which have been on the map for a long time)
  • Defensive battles would not use the proper gear for your workers

Devlog: general news, 1.0 status, and next updates

Hi there!

After those first few hectic weeks, I think it would be a good time to take a breather with an article summarizing how everything went, my future plans, and so on and so forth. We didn't have a proper devlog in months, after all.

I first want to welcome all the new players! I know the initial 1.0 release was a bit rough (especially in story mode), and I'm very sorry about that. Still, most of the major bugs got fixed quickly thanks to everyone's prompt and detailed feedback.

[h2]1.0 Release Status[/h2]

All things considered, 1.0 was a relatively solid release. It had 3 major "Day 1" bugs which tripped people over in a way I'd rather have avoided. All were literal typos in the code base. It's not bad code, it was just a case of coding fatigue after the last few months. They were all caught and quickly dispatched.

It doesn't mean that 1.0 ain't without faults. We wouldn't be at the 4th hot-patch otherwise, but considering it was the largest content update I published in quite a while (if ever), well, it's not all that bad. Act 1 and 2 in story mode could probably have been a tad nicer to newcomers, and many issues could have been avoided with a couple more weeks of testing. But overall, and given the circumstances, it was fine.

I'll get to the commercial side of things later, for those who care about it. But, let's move to more important topics first.

[h2]Game Content[/h2]

ATC has a plenty of content to go around, and I'm pretty sure that some sub-systems are still unknown to most new players (did you know that you can breed your cattle/pets for specific traits? traits are inheritable). Still, many of the active community members burnt through content a LOT faster than I could have ever imagined.

It's a double edged sword. Watching people unlock exoskeleton production, rocking those armors even in story mode barely a week after release was awesome. It's also a tad scary from my perspective. It's forcing my hand into focusing the next big content update into adding more late game quests and world map content. Which, don't get me wrong, I'll be more than happy to provide. It's just that, now, I have a much better understanding of what MMO developers have to go through :D

[h2]1.0.1 Update[/h2]

So, this will be the next update and it should arrive in a few days to a week, depending on reports. This is nothing major, obviously.

it'll include a reworked job manager in the faction menu. This one should be a lot more functional than the previous iteration. As usual, like ALL job management features, this is purely optional. If you build a base correctly, with input/output depots next to your crafting stations and rooms placed in an effective fashion, you can definitely do without.



The much more crucial job priority menu is also being reworked to include a list of all jobs being queued, updated in real time. As such, you'll be able to see how changing the priority of a particular task is going to influence the queue.



After discussing it with people on the forums, and noticing a trend in the save-games I received, each chapter in story mode will get a soft population cap. As much as it's fascinating to see someone make a base with 200+ survivors before the end of the first act, it's going to ruin their experience and the overall balance in the following chapters. Limits will still be fairly generous.

Scenarios and sandbox mode, obviously, will stay untouched in that regard.

It'll also include a bunch of QoL requests from the community (automatically getting traders from friendly factions for instance) and balance changes.

[h2]Mods[/h2]

I'm going through a process of manually validating already published mods. Mods that I know to be compatible with 1.0 are tagged as "1.0 (Verified)". This doesn't mean that said mod doesn't have internal bugs, it just means that it's not overwriting 1.0 files with outdated versions.

Mods without this tag may still be compatible with 1.0, it's just that I haven't tested them yet.

Mods tagged as "Deprecated" are, either plain incompatible with 1.0, or are downgrading vanilla features back to the stone age. Don't use deprecated mods.

And to new potential modders, I'll be more than happy to answer any question you have, and help you go through your first release. The best place for that is on the discord channel.

[h2]Burnt Out[/h2]

People who've followed me for a while (or those who read my posts in general), already know this. After several months of crunch time to get 1.0 out of the door while dealing with family related issues in parallel, I am completely burnt out.

If I was going to count, 90% of the bugs I fixed post 1.0 are due to typos and rogue lines of code left behind after a bad copy/paste. While bugs are bound to happen in every new major releases, there's normally a proper reason for most of them to exist beside pure exhaustion.

So, I give myself another month (until the end of October) to deal with the remaining obvious bugs, deal with the 1.0.1 update and possible follow-up patches. After that, I'll take one to two months off. I'll still be around on the forums and discord most of the time, but I won't process requests or bug reports unless I deem them absolutely critical.

I am fully aware that newcomers might see this as a bad sign. Stories about game developers going on "vacations" just after release and not coming back are all too common. But after over 6 years running this company, not even mentioning my modding days, and sustaining my first game way after it's was viable to do so, I hope I earned at least enough credits to be trusted on that front. Heck, if you don't believe me, feel free to ask what other people think on the forum ;)

[h2]Then what?[/h2]

When I said that 1.0 wasn't the end of the road, I wasn't lying. Next step is 1.1, and then 1.2, and so on and so forth until 2.0 (hopefully).

There are a few areas I'd like to explore. And that's entirely parallel to the whole "make procedural generation, UI, and AI better", those go without saying.

First one is regarding the late game and map exploration content. If I learned something from writing story mode, it's how powerful the quest system can be. I'd love to add a series of well hidden bunkers. Some might unlock a high-tech gadget, some might unleash a plague or a new faction, others would just deliver a bit of lore. All tied to chains of events and text-based quests.

Secondly, I dislike the current mercenary system used to defend your outposts. The overall concept ain't bad per say. It's just way too basic at the moment. An ideal system would replace that "buy button" by a list of mercenaries, the more factions you're friendly with, the more different layouts. And you'd be able to pick mercenaries with specific loadouts, said loadout would impact on the buying price.

I'd also like to work with the faction archetype system. If you played the game beyond story mode, you already know how radically different it is to plays mutants compared to those puny humans. It's an area I'd love to develop more. It's also a very good candidate for DLC content later down the line as faction archetypes can come with their own custom quest-line.

There's also the base building aspect. I could (and should) add a bunch of decorations, furniture, and additional buildings. While it's true that we have pretty much all that's really required, there's very little decorative and mood related fluff for people to make pretty looking bases. And one shouldn't underestimate the appeal of a good screenshot.

Overall, and that's a running thing with ATC, the game's code-base has a ton of fairly intricate systems, but I barely scratched the surface of what they can do, and I'd love to spend some time digging deeper.

At least that's for my immediate thoughts. I'm not longer duty bound to a massive list of promises I made years ago. Last thing I want to do right now, is to bound myself to another list instead of going with what I actually want to work on. When I have a proper plan for 1.1, you'll know.

In any case, there are a ton of things to look forward to and I hope you'll stick around :)

[h2]So, how the release went?[/h2]

Overall, it went well enough. ATC is not in any danger of being dropped due to a lack of money or interest anytime soon. And, like with my previous game, I'll publish a proper post-mortem when I feel the time is right. Now is way too early to do so. I can share a couple things, though.

Sales for this first crucial month are half of my "noice!" estimate but are way above my "sad face" estimate. It's comparable to my first game's release, and it'll likely beat it over the next month. It is sorta surprising to me because, contrary to that first game, ATC has been selling copies for 4 years (and at a much cheaper price) before 1.0 was released. So, hey. Not bad :)

Public feedback has been great. I was certain the reviews would get a nose dive into mixed territory due to being shown to a much more "general" audience, but overall, even if the score took a slight hit, we're still at a very positive rating at the moment of this writing. And after my first game's bugfest, you have no idea how happy I am about this.

The one thing I'm actually surprised by are the wish-lists. In 3 weeks I nearly doubled my pre-1.0 amount. I expected the number to fall, not to grow. I assume it has something to do with the fact that I refused to go below $10 on release. No regrets there, and it basically means that I have a security cushion of potential sales if things get rough financially in the future.

ATC got pretty much no coverage in any major publication despite trying to ping them. It's not a surprise in the slightest, and a few yt/twitch channels covered me anyway. I'm not going to complain about it, I did the bare minimum when it come to advertisement.

--

Well, I guess that's all for now.

1.0.1 coming soon, with the final batch of bug fixes accompanied by a few new features :)

Cheers!