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Version 0.6.0 - A Bigger World Out There (hot-patch 1)



After The Collapse 0.6.0: A Bigger World Out There


Here is our new major release focusing on the overworld and diplomacy. As with other major updates, it introduces new base mechanics and systems we’ll be building upon during the rest of this development cycle.

Official Release Post


ːneospqrː The detailed release post is on the official website ːneospqrː

It's a recommended read. It explains many of the new features and lays out our plans for the 0.6.x branch.

Savegame Compatibilty


This version is not compatible with save-games from previous versions of the game. If you want to finish your current game, you can roll back to 0.5.9 going in the game's "properties" menu (right click the game in steam), beta tab.

Changelog
+ AI: Characters are more responsive when attacked
+ AI: Characters no longer need to reload their weapon on spawn/activation
+ AI: Raiders are much better at finding an entrance into the player's base
+ Balance: Unspent points are converted into money at the start of the game (points left x2)
+ Balance: Added "slow paced" difficulty level (events are 50% less frequent)
+ Balance: Destroying a trade caravan will damage your reputation with the owner massively
+ Balance: Water collector hauling jobs have a higher priority
+ Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit)
+ Content: Proper "New Game" menu allowing to select a location from the overworld
+ Content: Option to spawn a bunker underground filled with angry people and loot
+ Content: Added 4 standard factions
+ Content: Can bribe or anger other factions through faction menu (require Radio tech)
+ Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech)
+ Content: Option to ask bandits not to raid you in exchange for a bribe
+ Content: Added faction specific raid event (only trigger when a standard faction is hostile)
+ Engine: Ability to spawn buildings with specific mobs
+ Engine: Changes to pathfinder to make raiders more fail-proof
+ Graphics: Slightly improved some particle effects (fire, smoke, bullet trail)
+ Graphics: New assets for the characters' faces in the tutorial
+ Graphics: Added graphical setting to toggle blood splatters on/off
+ Graphics: Added graphical setting for brighter nights
+ ProcGen: World map / city generator
+ ProcGen: Custom map generator for suburbs can generate L shaped maps
+ ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature)
+ ProcGen: Military Base generation, made playable area (warning, *extremely* hostile map)
+ UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit)
+ UI: The game remembers the last tab used in the building menu
+ UI: Added button to access world map
+ UI: Added tips about electricity when starting underground
+ UI: Faction menu overhaul
+ UI: Keyboard shortcut to toggle between combat and standard UI (default F5)
+ UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now
+ UI: Added money information to the overlay in top left
+ UI: Outdated savegames can be selected ingame for deletion
+ UI: Added some tooltips to the start menu (one for each game type: tutorial, new game, custom map)
+ Fixed: "% Full" overlay was shown over foreign trading jeeps
+ Fixed: Speed Up / Down shortcuts not always properly working in Combat mode
+ Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches
+ Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems
+ Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode
+ Fixed: Another case where the settlers would keep going to (0,0)
+ Fixed: Map generator unable to generate maps with L-shaped or dead-end roads
+ Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult.
+ Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded
+ Fixed: Minor issues with the underground bunker
+ Fixed: Tweaked tutorial part about equipping armors
+ Fixed: Tutorial data not properly reset when launching it multiple times in a row
+ Fixed: Raiders unable to go underground
+ Fixed: Destroyed doors would still act as working doors until the debris disappear
+ Fixed: Raiders blocked by non-player doors
+ Fixed: You could open menus on destroyed stations/doors
+ Fixed: Some minor pathing problems
+ Fixed: Obsolete "bunker" underground generator was still available despite the new method


Hot Patch 1



+ UI: No longer need to restart the game to change language
+ Fixed: Multiple issues with the electrical grid preventing the electricity from reaching its destination
+ Fixed: The electrical grid was not understanding the difference between underground and above ground causing issues on multi level bases.
+ Fixed: The electrical grid was only considering the generator's range when handling connections with relays (it now check both and use whichever has the most range)
+ Fixed: Missing "need to restart the game" after changing some critical settings (anti aliasing, command console, ..)
+ Fixed: Some untranslated sentences in "city generator" screen (french)
+ Fixed: Possible crash when multithreading is NOT enabled

After The Collapse 0.6 Experimental



An experimental version of ATC 0.6 is available in the nightly branch. As the name implies, this version hasn't been thoroughly tested, may contain game breaking bugs, and a few of the new features are still quite bare-bone (the diplomatic menu for instance).

Also note that 0.5x savegames are NOT compatible with 0.6.

Changelog


A full overview will be written when the version is officially released. Depending on feedback, and reports, it will take between 1 and 2 weeks.


+ Balance: Unspent points are converted into money at the start of the game (points left x2)
+ Balance: Added "slow paced" difficulty level (events are 50% less frequent)
+ Balance: Destroying a trade caravan will damage your reputation with the owner massively
+ Balance: Water collector hauling jobs have a higher priority
+ Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit)
+ Content: Proper "New Game" menu allowing to select a location from the overworld
+ Content: Option to spawn a bunker underground filled with angry people and loot
+ Content: Added 4 standard factions
+ Content: Can bribe or anger other factions through faction menu (require Radio tech)
+ Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech)
+ Content: Option to ask bandits not to raid you in exchange for a bribe
+ Content: Added faction specific raid event (only trigger when a standard faction is hostile)
+ Engine: Ability to spawn buildings with specific mobs
+ Engine: World map generator
+ Graphics: Slightly improved some particle effects (fire, smoke, bullet trail)
+ Graphics: New assets for the characters' faces in the tutorial
+ Graphics: Added graphical setting to toggle blood splatters on/off
+ Graphics: Added graphical setting for brighter nights
+ ProcGen: Custom map generator for suburbs can generate L shaped maps
+ ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature)
+ UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit)
+ UI: The game remembers the last tab used in the building menu
+ UI: Added button to access world map
+ UI: Added tips about electricity when starting underground
+ UI: Faction menu overhaul
+ UI: Keyboard shortcut to toggle between combat and standard UI (default F5)
+ UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now
+ UI: Added money information to the overlay in top left
+ UI: Outdated savegames can be selected ingame for deletion
+ Fixed: "% Full" overlay was shown over foreign trading jeeps
+ Fixed: Speed Up / Down shortcuts not always properly working in Combat mode
+ Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches
+ Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems
+ Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode
+ Fixed: Another case where the settlers would keep going to (0,0)
+ Fixed: Map generator unable to generate maps with L-shaped or dead-end roads
+ Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult.
+ Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded
+ Fixed: Minor issues with the underground bunker
+ Fixed: Tweaked tutorial part about equipping armors
+ Fixed: Tutorial data not properly reset when launching it multiple times in a row

June Progress Update



Here's the monthly progress update regarding After The Collapse and the studio in general. There are a few important announcements you should read, notably about our pricing policy. As usual, it's available on our official website.

Also, note that After The Collapse is at a 15% discount and Unending Galaxy at a 80% during the Summer Sale.

Cheers!

Version 0.5.9 - Vault Update



After The Collapse 0.5.9


Here's a new update for you to consume before 0.6 get released. It's content heavy, featuring a few community requests and the ability to start the game in an underground vault.

Official Release Post


The detailed release post is on the official website

Changelog



+ AI: Settlers are a bit better at handling basic needs
+ Balance: Tweaked some weapons and armors values (minor)
+ Balance: Moved some recipes and unlocks between technologies (minor)
+ Balance: Masonry Tech required to build stairs to access the underground/overworld
+ Content: Player built doors can now be locked/unlocked
+ Content: Ability to start underground in a bunker (survivor tab in the new game settings)
+ Content: 4 new pieces of armor (spec-ops helmet, medic vest, firefighter helmet, firefighter vest)
+ Content: 6 new ranged weapons (grenade launcher, hunting rifle, sniper rifle, heavy sniper rifle, desert eagle, gauss rifle)
+ Content: 4 new melee weapons/tools (combat knife, knife, pickaxe, shovel)
+ Content: 2 new ammo types (grenade rounds, energy cells)
+ Content: New recipes to repair the new guns and armors
+ Content: New technology to build tools (pickaxe, shovel, metal axe)
+ Content: New technology to research the ability to produce explosive ammo (grenade rounds and rockets)
+ Content: Added traits to some armors and weapons (sniper rifles give "visor" increasing perception, medic vest increases "medical" skill, shovel gives better farming...)
+ Content: New mid/late game events - Crazed military robots
+ Content: New late game event - Dangerous raid by former soldiers
+ Content: Heat Wave game event - Increase water consumption of plants of settlers
+ Engine: Ability for weapons to use lobbed trajectories bypassing cover and landing at a specific position
+ Engine: Seed based map generation (both at the world and the custom map level)
+ Engine: Loot tables (expeditions only for now) are more fine grained and future proofed
+ Engine: Creatures' movement at maximum game speed should look less "jumpy" now (not perfect, but getting there)
+ Engine: Ability for creatures to spawn an animation on death (blood splatters, explosion..)
+ Engine: Combat mode overlay is taking less GPU/CPU
+ Engine: Preliminary changes to handle temperature, influencing water needs of plants
+ Graphics: Ambush mobs get random rotation so their starting position doesn't look too artificial
+ Graphics: Tweaked some buttons and panels
+ Graphics: Size of smoke effect (when an object is destroyed) now proportional to the object
+ Graphics: Improved a few more inventory textures (ammunition mostly)
+ Graphics: A few additional explosion and blood splatter animations for when things go dead
+ Graphics: Nicer looking (and better layering) of combat mode overlay
+ UI: Added "Map Seed" option to the custom map menu to be able to replay/share a level
+ UI: Added tab to the exploration manager to show the rewards from the previous expedition
+ UI: Added button to access world map
+ UI: Top part of the storage menu displays amount of food and drinks for easy access instead of electronics and canned food
+ UI: Double clicking an item in the trade menu will set amount to buy/sell to the max. available
+ UI: Standardized how item quantity is shown in the UI (over the sprites like ammo for weapons)
+ UI: Farming menu's crop selection panel display how many seeds you have in stock
+ UI: Added trait giving information to armor and weapon info panels
+ UI: Less invasive game log
+ UI: Added weapon overlay for enemies in combat mode
+ Fixed: Settlers occasionally ignoring "equip weapon/armor" orders
+ Fixed: Semi rare bug causing some building jobs to be put back into the public queue despite being completed
+ Fixed: A bug doing a reroll of living creatures' attributes each time a save is loaded
+ Fixed: Survivors occasionally going one tile in the wrong direction before moving to a specific location
+ Fixed: Animals initially spawning with misplaced limbs
+ Fixed: Some animations are below objects instead of above
+ Fixed: Rocket and grenade launcher "hit" explosion not being played in some cases
+ Fixed: Potential/extremely rare crash in pathing
+ Fixed: Case where a survivor could potentially starve itself to death because it cannot satisfy another need
+ Fixed: Survivors ignoring newly created walls (or other path blocking items) if they picked their path before the wall is built
+ Fixed: Issue where destroyed a window wouldn't "update" the region map, causing small issues with pathing


Hotpatch 1
- Fixed: crash when loading a save-game which has a raid event in progress.

Version 0.5.8 Released



After The Collapse 0.5.8


This is the latest release for our base building game. Apologies for the delay, it took a bit longer than expected to produce.

Official Release Post


Release details on the official website

Changelog

+ AI: Ambush AI (passive mobs in hidden areas who activate when said area is revealed)
+ AI: Much better pathfinder, settlers should no longer occasionally take weird and complicated paths toward their destination
+ Balance: Increased turrets' HP and damage resistance significantly
+ Balance: Cattle can die of old age + tweaked some values
+ Content: Trapped rooms/buildings (optional)
+ Content: Optional fog of war giving the ability to hide buildings' content until they have been visited by your survivors
+ Content: Ability for the proc gen to add items outside of buildings (trashcans in the garden, and so on)
+ Engine: Improved map generation speed (massively, especially noticeable on larger maps)
+ Engine: Better rendering performances on large maps
+ Engine: Performance and stability improvements
+ Engine: A *lot* of behind-the-scene improvements to keep the code compact(ish) and easy to maintain
+ Graphics: Better looking and more frequent blood during combat
+ Graphics: Much better layering of rendered items: grass properly under everything, chairs under tables, trees and walls over everything. (doesn't apply on saves from previous versions)
+ Graphics: Blood splatters and debris from destroyed objects fade out instead of disappearing immediately
+ Graphics: Added spider webs to caverns and sewers
+ Graphics: Traders' jeep is a tad bigger
+ Graphics: Added large old blood splatters in some rooms (the more decay on the map, the more blood, generally)
+ Graphics: New sprites for most inventory items (weapons, armors, food, materials and so on)
+ Graphics: More road details (cracks and car wrecks)
+ Tutorial: Removed disassembling job from Teddy, so he can do the farming tutorial faster.
+ UI: You no longer need to remove small grass or wait for destroyed items to disappear before being able to build over it.
+ UI: Added a menu for the butcher shop
+ UI: In Combat mode, the weapons equipped by your militia is shown as an overlay (replacing the crossed swords)
+ UI: New game / difficulty settings to toggle infested and hidden rooms on/off
+ Fixed: Pasture Menu's list isn't registering mouse scroll properly
+ Fixed: Kitchen shelves facing the wrong way
+ Fixed: Houses' kitchens only featuring shelves instead of a mix of items
+ Fixed: Issue in the music/sound player that could remove music in modded games (with custom music themes)
+ Fixed: Typos in loading screen
+ Fixed: Freeze if settings are changed and saved before the game has finished loading in the background
+ Fixed: Issue if tutorial is started before the game has finished loading in the background
+ Fixed: Switching to underground view for the first time while the game is paused would show non-connected walls
+ Fixed: A few small memory leaks
+ Fixed: Bug report triggered when closing the game at title screen before it finishes loading stuff in the background
+ Fixed: Sprites randomly jumping over each other when multiple items are on the same tiles (doesn't apply on saves from previous versions)
+ Fixed: Sewer generator's clutter slider was broken
+ Fixed: More missing french translation strings (as usual)
+ Fixed: Missing vegetation/rocks over yellowish grass
+ Fixed: Map generation producing overlapping rocks and vegation that shouldn't be overlapping
+ Fixed: Roadside map generator was buggy due to wrong road settings


Hot-patch 1


- Fixed crash at the very end of the tutorial (sigh)
- Added by accident a grenade launcher that might or might not work as expected.

Hot-patch 2

- Added: Border/Edge mouse scrolling (optional, request)
- Slightly improved speed/memory usage of saving and loading operations
- Fixed: Rare issue with save-games
- Fixed: Couldn't build walls directly over decorations (blood/cracks/debris)