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Release 0.9.8 : Final Early Access Release

Hi there!

Long time not seen. I know, I know. I sorta disconnected from the internet to get ATC finished. And yet, I'm super late. I'll explain what's going on after describing this final "pre 1.0" release. I'm not going to be active online until right before my work is done. At this point, there's no feedback you guys could give me which would influence the development until I'm done with this part of the development.

[h2]TL;DR[/h2]
  • Completely rewritten tutorial section touching on all important aspects of ATC's early game
  • More interesting food + rebalance (the more advanced food source gives big and lasting bonuses)
  • Ability to equip both a ranged and a backup melee weapon (bonuses stack)
  • Relocate your base to another map or location (still in testing)
  • Farming stats telling you how much food you consume/produce
  • Enemies have their pets accompanying them in battle
  • Many UI and feedback improvements
  • All main remaining bugs fixed
  • A massive amount of features for modding purposes


[h2]Tutorial / Story Mode[/h2]

The "tutorial" scenario has been replaced by "Story Mode", it defines the official world setting (and yes, it ties in my previous game, because it's the same universe), with an intro cutscene. In this version, you only have access to the tutorial part itself.



It's a complete rewrite of the previous and outdated one. It teaches new players how to optimize production by placing & editing depots adjacent to crafting stations. It explains how to assign skills & jobs to people who should be doing them. And that's on top of the basics.

More advanced parts of the game (expeditions, diplomacy, and world map interactions) are taught in Act 1 which is only available in the nightly build. I do not recommend playing the nightly build unless you want the story to get spoiled early with no guarantee that your saves will work properly in 1.0.

[h2]Food & Farming[/h2]

As much as the system was functional. There was no way for a new player to know how many farms they should build compared to their population. And it's not a simple matter, given that farms produce ingredients, ingredients which can be used in a variety of recipes, which can be modded/added/removed, it was kind of a headache.



I made this a lot easier to understand for the player.

1) Each farm got a new button telling you (depending on the selected crop) how many calories they can produce compared to your population's consumption. It's taking into account all the available recipes, and the min & max amount of ingredients each tile can produce. It's not super precise, but it will tell you roughly how many people it should be able to feed.

2) In the faction menu, a "farming report" button has been added. It merges the information from all your farms, evaluates your whole population, and compares your food production to your food consumption. It's even taking traits into account in the calculations.

Of course, it's not perfect, traits change all the time, bad weather can fuck things up, and it's assuming that your kitchen is working as efficiently as possible. Still, overall, it's giving you a piece of information that was missing very much.

And that information was not lost on me either. Food production and consumption have been rebalanced and made more interesting. Potatoes are more reliable but still boring, rice is still a net upgrade but more fragile. Pumpkin pie is no longer the be-all/end-all of food production. And more importantly, all "annoying to produce" food items like omelets, cheese, tomato cans... give large bonuses to whoever consumes them (like passive healing, strength/speed boost, and so on).

[h2]Dual Wielding[/h2]

Your survivors got a new weapon slot. One for melee one for ranged. If the ranged weapon is out of ammo, they'll use the melee one instead. The reason for this upgrade is not combat-focused, though. Even if it's a nice perk. It's to reduce the micromanagement some of you were doing for expedition and job specialization.



You no longer have to choose between a gun & a crowbar for your expeditions, you can get the scavenging benefit from the crowbar and the ability to defend yourself in combat from the gun at the same time. The same goes for other stats-boosting melee tools like pickaxes and shovels.

Do not expect the combat AI to automatically switch between weapons depending on the situation. It might happen later down the line, but right now, that'd be way too time-consuming to alter the combat scripts accordingly.

[h2]Relocate the base[/h2]

Tired of playing on a map you've fully mined out? Need a challenge? Well, this is for you. The new option in the Faction menu allows you to move somewhere else. It can be on a completely new world map or within the current world. Some scenarios disallow this feature.



The game will move all your survivors, pets, cattle, tech, and inventory to the location of your choice. It is very costly in gasoline, though. 250 units to move within the same world, and 500 to move to a new one.

There are a few limitations. Your prisoners will be lost. Your production centers will be kept if you stay within the same world map but will be lost if you don't. Your old base is forfeit, the game cannot keep track of the old structures you've built.

Be warned that moving 50+ people with a ton of animals to a completely new location with no infrastructure will be a challenge in itself.

[h2]User Interface[/h2]

I put a lot of care into standardizing everything. For instance, auto queuing of building, zone, and such is the default method. You no longer have to keep shift pressed to keep placing those. Just right-click to get out of build mode.



Feedback sound effects have been added to specific situations, like expeditions needing player input, enemy spawners being revealed by someone digging into a rock, and survivors getting attacked while offscreen. Speaking of which, there's a new Gameplay checkbox (default: true), that will pause & center the game when an offscreen survivor gets targeted by an enemy.

Traits can be clicked (in the survivor info panel) to display a much more informative description panel. Sickness and Wound type traits inform you of the item(s) which can remove them too.

There's a lot more but you get the idea.

[h2]Other Notable Improvements[/h2]

Other factions have set preferences regarding pet ownership. In short, it means that in both raids against you, and map locations you attack, some of your enemies will be escorted by dogs, mutant hounds, or even combat drones depending on who you're dealing with.



I also fixed a large number of bugs and added some more variety to the building and map generation in the process of finalizing 1.0.

[h2]What's Up With The Delay[/h2]

I hate to talk about this kind of stuff but here we are. My personal life has been heavily impacted by family matters in recent months. I already deal with my mother's bone cancer, but since January, family infighting regarding the status of another elderly family member has been added to the pile of problems. While it only has a minor impact on my available work hours, it does take a toll mentally and on my performance. It's the main reason why I stay away from the internet at the moment, as I don't think I'm in the proper mood to interact with customers positively.

That's the gist of it. I will be back (and active) online in a few weeks, don't worry.

On the positive side, this is the last delay. After some growing pains, the Storyline scripting system is working fine. Act 1 is fully done and tested. Half of the second act has been written. Getting the two (and a half) final acts should take 2 to 3 weeks. After that, the game will be ready to be shipped.

This leads to a small problem. I'm not going to release in the middle of the Summer Sale, because new releases get practically no visibility during the sale. I still have to move the price to $14.99 which is scheduled for right after this very update is published.



As such, 1.0 should be out two weeks(-ish) after the Summer Sale. I might not be able to participate due to the price change and release discount setup. I'm not sure yet.

This is a blessing in disguise, I'll have time to make sure 'story mode' is working as well as it should. I might be able to jam a couple more of the features I wanted for the game and do some marketing for the release.

In any case, thank you for your patience.

Cheers!

[h2]Full Changelog[/h2]
  • Balance: Zombie type infected are a bit slower
  • Balance: Many food items provide long lasting bonuses, making it rewarding to produce the more exotic ones
  • Balance: Slight changes to food efficiency. Potatoes more reliable. Pumpkin pie no longer the ultimate food source (as i don't want to live in a world where it would be)
  • Balance: First time "new recruit" event gets a larger selection
  • Content: Added intro sequence (to main scenario/tutorial)
  • Content: Completely rewritten/expanded tutorial, covering the use of depot adjacent workshops and how to deal with some common problems
  • Content: Ability to relocate the base (not all scenarios allow it) from the Faction menu
  • Content: Survivors can equip both a ranged and a melee weapon
  • Content: Melee weapon will be used as backup if the ranged one is out of ammo, its stats modifiers are also applied (like work tools providing skill bonus)
  • Content: Added mutant variant of dogs (larger, stronger) which can be found as mobs in various maps and accompanying mutant raiders
  • Content: Raiders can come with their own pets: the type of pet depends on the faction (military can use drones, bandits have dogs, mutants have mutant hounds...)
  • Content: Enemy pets also added to manual combat maps
  • Content: New hostile turret variants can be found in the relevant buildings (bunkers and other military bases)
  • Content: Game start "box of stuff" replaced by a broken down vehicle for immersion purpose (+ free resources on disassemble) on surface start
  • Content: All production centers fall back to some type of configuration featuring one or multiple buildings instead of empty maps
  • Engine: Job/AI update rate increased: high ROF weapons will shoot as often as supposed to and survivors are more responsive
  • Engine: Lowest level tiles (base terrain) can be altered in mass with little to no lag
  • Engine: Ability for the game to use series of text/background combo scenes as static cutscenes
  • Graphics: In farms, new plants' texture are larger so it's easier to see what progress has been made by the farmer(s)
  • Modding: Added several fields to Faction files to determine the faction's ability to have pets (see most main faction files)
  • Modding: Added identical fields to raid event files which can be used to override default faction settings (see raid_mutant_medium and others)
  • Modding: Clutter data files got the GfxScale field (like NPC files) so their sprites can be scaled without editing the image
  • Modding: Buildings' room list can now use "Variants". For instance, in "buildings/militarybase", all security rooms are handled in one spot
  • Modding: Ability for world map files to setup hardcoded POIs locations (see the main_act1 map file).
  • Modding: Added optional "SetWidth" and "SetHeight" to room definitions, allowing to set fixed Width and/or Height value for a room
  • Modding: WorldGenData can override scenario data when it comes to selecting the faction that will be on the map
  • Modding: New 'cutscene' system (background image slideshow + text) which can be loaded at the start of a scenario (instead of the introtext)
  • Modding: Interactive events can load cutscenes and change relations between a faction and the player
  • Modding: WorldGenData files can be hidden from start menu (so they are only used for relocation)
  • Modding: Tech other than radio can unlock long range diplo so it's easier to build alternative tech trees (see radio tech for the change)
  • Modding: Tech other than logistics can unlock map takeover (see logistic tech for the change)
  • ProcGen: Water tiles removed from combat maps to avoid rare cases where the player couldn't reach a building or enemy
  • ProcGen: Added "mountainside bunker" map generator (used for intro sequence and can be played in a custom game but will be sorta odd)
  • ProcGen: Minor tweaks and improvements to building generation
  • Sound: Added sound notification when an expedition needs help
  • Sound: Added audio feedback when a spawner is uncovered by razing something
  • Sound: Additional UI feedback sound effects
  • Sound: Added audio feedback when someone gets hit and is near death while offscreen
  • UI: Added pet information to the various factions' encyclopedia pages
  • UI: All menus have been updated to take the new equipment slot into account
  • UI: Added "Remove All" button to patrol zones
  • UI: Added "Remove All" button to study zones
  • UI: Wounds and other medical related traits display what item can be used to remove them in their associated tooltips/menu
  • UI: The Traits' menu is more detailed and is consistent with the rest of the UI color scheme
  • UI: Traits are clickable in settler info panel now
  • UI: Hospital zone renamed to Infirmary so it's less confusing when the world map Hospitals are mentioned
  • UI: Added "Goal" tab to Faction screen, shows either the IntroText of a scenario or what you're supposed to do during the main story
  • UI: Added "Farming Report" panel to Faction menu, showing total farming production compared to your population's needs
  • UI: Added "Food Efficiency" info panel to farms, showing roughly how much food they can produce compared to your population
  • UI: Added button/panel to display a sorted list of all the locations in the world map (will make search of specific type easier)
  • UI: Manually combat-activating people from their individual menu are auto selected (don't need to click them again)
  • UI: Standardized zone and building queuing behavior, shift is no longer needed/used to queue multiple zones, roofs...
  • UI: Added gameplay setting to center/pause on someone who gets hurt/attacked while offscreen and not in combat mode (toggled on by default)
  • UI: Unlocked vehicle field in relevant tech info popups/screens is clickable
  • UI: Expedition combat maps start paused and at speed 1
  • Fixed: Some minor issues with animations (people continuing to use the walk anim when not walking for instance)
  • Fixed: During some cutscene parts of the tutorial it was possible to still run commands, causing unpredictable results
  • Fixed: Rare, possible placement problem when loading entities
  • Fixed: Finally got rid of the rare occurrence where the game would initialize with corrupted menu or tile textures
  • Fixed: The main menu is sluggish for a few seconds after it's loaded
  • Fixed: Changing an agent's AI on the fly (which is a very situational case) was causing logic issues
  • Fixed: Possible savegame failure when the game is unable to take a screenshot for a reason or another
  • Fixed: Minor issues with ambient lighting
  • Fixed: Placing a path blocking object next to another one could interfere with jobs/pathing until something else is built
  • Fixed: Rare case where a survivor would get stuck in bed or using a play table despite having other needs to deal with
  • Fixed: The "Seed" input during world gen wasn't functional (regression bug)
  • Fixed: Player spawn location sometimes located in the middle of a mountain or within a minuscule island
  • Fixed: The last reason why supply AI would freeze when trying to "feed" a building location
  • Fixed: Issue where a faction would consider itself at war with another, but not the other way around
  • Fixed: Issue about logs warning you that someone who's already dead was "hit & near death" during firefights
  • Fixed: A bunch of minor issues I didn't keep track off
  • Fixed: Oddity with the way menus and selection behave just after toggling combat mode
  • Fixed: Many grammatical and spelling errors

Devlog: 1.0 and onward

Hi there!

So as you might have noticed (granted you're not too busy playing Elden Ring, and I'm not gonna lie, it did cannibalize a week of my time too), there was no update in a while. I explained it in previous posts, but it's worth repeating one last time: my goal is to complete 1.0 now. While I'm not entirely sure how long it's gonna take me exactly, I doubt it's going to be more than a couple months.

The main branch might get one more small update before 1.0, maybe not. In any case, it's pretty much it until the game is officially out. I will be switching to the official price soon ($/€ 14.99). As promised, you'll get a warning beforehand.

The Nightly Branch will continue to receive irregular (and mostly undocumented) updates. If you want to be kept up to date, this is the way to go. However, be warned: those updates might not be as stable as the official branch and save-game compatibility is not guaranteed.

Anyway let's get to what I'm working on.

[h2]1.0 Devlog[/h2]

I've finished writing the design document for the story mode itself. It's not the whole thing in exact details yet, but it covers most of the background lore, in-game story elements, all the factions, the different acts the player will go through, alongside a summary of the various missions to be completed.

From that document, I wrote a list of minor features I still need to get done so the story can take place. Given that I'm not completely incompetent at my job (i know, i know), most of what I needed is already ready, but there's still a few things to get done before I can fully get started.

My overall goal is to keep everything as data-driven as possible, to a point that a modder could theoretically create a similarly complex story on their own. It's making things a lot more complicated for me than if I was just saying "fuck it" and did it purely by code, but I think it'll be worth it in the long run.

Right now, I'm working on world map traders (working like local traders, replacing those menu driven ones), the ability to move from a world map to another (and the ability to optionally force the player to follow a series of "levels" using this system), the ability for a world map to come with specific factions & events which can override a scenario's settings. I'm also adapting the interactive travel event/quest system to work in more situations. And finally i'm adding a lot of flags left & right (allow/disallow radio contact with specific faction, events handlers when a faction is killed and tons of customizations that will benefit modders on top of helping me with that story mode).

Point is most of what I'm working on right now is to deliver an intricate story with several chapters that will also serve as an interactive free-form tutorial (in the first chapter at least). Think like the "Rise of the Mutant" scenario, but dialed to 11, over several maps. And if you haven't played that scenario, you probably should :D

Don't get me wrong, I'm still working on UI elements, tweaking the AI and improving the overall game balance, but those concerns are secondary at this point (beside the fact that they are in a decent place overall now).

Currently my main enemy is time: writing the quests, the transitions between the different acts of the game, and doing that tutorial section aren't technically that complex, but it's VERY time consuming. It's tedious to write and to debug alike. This is sorta why the game is lagging behind the release schedule, those last 10% are more time intensive to write proportionally than the previous 90%.

But hey, I'll tackle this like I did with everything else, one step at a time. :)

[h2]Long Term Future[/h2]

Given that I'm not going to spoil the story-mode proper and that I really want to stress out that 1.0 is not the end but a new beginning, I'd like to discuss what will likely happen in this new brave post 1.0 world. Of course, the following is subject to changes and will heavily depend on sales. As much as I'd like to pretend otherwise, I still do this for a living.

[h3]Maintenance Support[/h3]

No matter what, as I always do, I will continue to offer (obviously free) bug fixing and balance patches for as long as I physically can. While I know that bugs can't be entirely eradicated due to the incredibly complex nature of a game like ATC, I've always made it my main goal to keep bugs to a minimum.

Now, assuming things go mostly according to plan:

[h3]Development As Usual[/h3]

After a few months of obligatory maintenance patches, new player support/feedback patches and me getting a well deserved vacation very far away from anything dev related, development will resume as usual.

I'll define a new set of features for 1.1, followed by another for 1.2 and so on until this is no longer viable for me to do so financially (and knowing me, probably for longer than I should have). That being said, while my TODO list for early access was set in stones very early on, this likely won't be the case here. As much as writing stuff as "i feel like" would have been a terrible pre-1.0 policy (and pro-tip: this is why most EA games die), I miss being able to work on the things I want when I want to.

There are a lot of areas I would like to experiment with: The whole prisoner system could be improved tremendously, some of the canceled features like the randomly generated illnesses are also worth another look. Many features you guys have been suggesting will likely be reviewed and possibly implemented too. Radiations, mutations and so many other areas could be explored too.

[h3]DLC Policy[/h3]

I know, some people are allergic to the mere concept of DLC. I get it, when a multi-millions dollar game is trying to sell you horse armors for 10 bucks, it's insulting no matter how optional it is. Point is, I'm not making a million dollar game (sadly :p), the goal is to keep the game going, not to squeeze money for just the sake of it. Also, I promise that if i ever release a dog armor DLC, it'll be free :D

That being said, I will release downloadable content for the game when we're in stable post 1.0 state. Due to how data driven & modular the game is, it would be a shame not to. Adding new scenarios, story lines or item packs is incredibly easy on a technical level.

The goal of such DLC will be to fund new features for everyone to enjoy, while DLC supporters would get scenarios tailored to explore those features to their maximum potential.

I'll likely start with story heavy scenarios (again, the Rise of the Mutants update was a good example of what could have been released as a cheap DLC: a whole new faction, some unique mechanisms, items, techs and a story rich interactive mission diving in the game's lore), and possibly expand into more focused content depending on feedback.

[h3]Standalone Content[/h3]

Ok, now we're talking really long-term, but it's worth talking about. ATC's engine can technically work with any topic/era/story as long as it's a base builder. Re-using the same code to make a fantasy pre-historical game with tamed dinosaurs is as much an option as making a modern farming simulator.

Making cheaper stand-alone games based on ATC could be interesting and could help into financing the main game's update cycle for much longer than DLC could.

[h2]That's all, folks[/h2]

That's all for now. I will keep you posted with 1.0 development updates in the coming weeks, likely in shorter devlogs. It's going to get increasingly difficult to write about the game without getting into spoiler territory. It's not like I'm writing some kind of masterpiece story line, but still, that's dev 101 to keep that stuff under wraps :).

Anyway, I hope you'll enjoy the game.

Cheers!

0.9.1: Hotpatch 1

Hey!

As expect, here's the first obligatory hot-patch for 0.9.1 :)

It's a very small update fixing a crash bug introduced in the previous version which could trigger when a "research completed" (or any menu displaying a tech) is shown when the player is looking at the world map.

It's also fixing several long standing problems where dropdown fields in the "new game" menu wouldn't behave properly when the player is customizing the difficulty settings manually.

There are a couple more things to fix and tweak (nothing as problematic) and I will get to it ASAP.

Cheers!

[h2]Full Changelog[/h2]
  • Fixed: The encyclopedia page for a tech and "research completed" menu could cause a crash if opened from the map or main menu (regression bug 0.9.1)
  • Fixed: Issues with user customized difficulty settings (dropdown list settings not saved/applied properly)
  • Fixed: Manually changing "Drink consumption" difficulty settings would incorrectly modify the food consumption instead

0.9.1: Classrooms & Pets

Hi there!

I know. I said that I would go for smaller patches until 1.0, but this update is still going to be quite large due to an unforeseen delay waiting on some graphical assets. In any case, this update introduces new features, new pets, and many UI/UX improvements. I'll go over the major changes in the post, the full list can be found in the changelog at the bottom, as usual.

[h2]Pet The Dogs[/h2]

Dogs got a new coat of paint so to speak. Gone is the static sprite, we now have fully animated doggos. There are two breeds, German Shepherd and Pitbull. Stats have been improved overall, and each breed has its own stats. Pitbulls are bulkier and hit harder but are slower than the german shepherds. You can mix them together through breeding, it won't magically create a new sprite of course, but stats can be merged this way.



While they will still easily die to larger mobs, they can now hold their own against entry level ones. Events and traders have been altered to include the new breeds.

You can expect more dog variations in the future (wild ones, mutants and so on).

[h2]Skills & Classrooms[/h2]

A new "classroom" zone has been added. It has no particular requirements beside needing a table and some chairs. Once built and functional, you can assign people to it (one per chair) and select a skill. The most performant survivor in that particular skill will teach the others until they reach the same level as the teacher. The menu is self-explanatory and works in the similar fashion to the patrol zone. Right now, skill gain is entirely dependent on the the classroom. Data wise, it's possible for me (or modders), to add specialized classrooms which would deal only in a particular skill but with a much better skill gain.



To balance out the classrooms, normal skill gain for most activities (especially construction, farming and disassembling) has been heavily reduced. However, survivors found while exploring the city and prisoners you can purchase from slave traders have a small chance to have one of their skill with a very high value. 10% and 20% chances respectively. The game will try to pick a skill in relation with their job whenever possible to make this as believable as possible. There's some minor randomness at play, though.

Tangentially, traits attributed to survivors are more balanced. People spawning with 3 good traits and no negative ones is no longer a thing. Hopefully, combined with specialized survivors and slower XP rate, it should make the selection of survivors a bit more impactful, as you might still take someone with a very bad trait if they can at least teach others.

Note, if you're not into mix-maxing that's fine too. Skills, overall, don't have such a massive impact that it would kill a game not to pay too much attention to them. Good doctors and farmers make things a lot easier, but beside that, skills are meant as a bonus, not something to obsess over.

[h2]New Trading Screen[/h2]

The trading screen was probably one of the most notorious pieces of bad UI. I didn't really update it since the initial release. Hopefully, this new dual-panel version will be significantly better.



It works exactly as you'd expect from such a menu. You can do your purchases and sales in the same operation, and no money or goods are exchanged until you validate your trade deal. This makes things a lot easier when you're low on cash compared to the previous version and it's a lot less error prone.

On my side, this menu will be a lot easier to adapt and recycle for other uses. You can expect this to be used for world map traders in the near future.

[h2]Other QoL Improvements[/h2]

The crafting/factory station menu has been tweaked. You can now edit a queued order just by clicking on it (instead of having to delete it). To make this possible, the queue is no longer constantly rotating, instead there's a visual indicator in front of the currently active item in the queue.



There are many other UI/UX improvements. The slave trader is using a menu similar to the recruitment one where you can check stats, traits and skills. The pasture and butcher screens waste a lot less space, displaying more animals on the same surface. The stocks menu got tabs for the missing categories (medical, valuables..). The way to attack another faction's HQ has also been clarified: the attack button is no longer hidden, instead, if the conditions aren't satisfied, a sub-menu will appear telling why you can't attack the HQ and list all the outposts you need to remove.



Oh, a last thing worth explaining. The game will now inform you if it thinks that one of your survivors is stuck somewhere where they shouldn't be. Click on the warning to center the camera on target. Given the game cannot read into your mind, it might warn you about a situation you're perfectly aware of. As such, the setting is optional and can be disabled in the gameplay settings.

[h2]Save & Mod Compatibility[/h2]

Saves from 0.9.0 are compatible, however existing dogs *and their potential children* won't be updated graphically (or stats-wise) due to the way reproduction and save-data work. Some of your factories' progress might be reset as well. Saves from previous versions won't crash unless the save is very old, but expect some odd things left & right.

There's no notable changes regarding mods. Of course, mods altering the dogs' main file or associated items will interfere with the new ones.

[h2]Closing words[/h2]

I encourage you to read the changelog as it includes a lot of player requests (crowbar crafting, rise of the mutant scenario being more customizable, and so on).

Beside that, I think the game is in a good place overall. It's stable, with very good performances and bugs are getting increasingly situational/minor at this point (yeah, I know, writing this pretty much guarantees that I will have to publish an emergency hot-patch). There's sill a bit of work to be done on the UI and there are some AI and behaviors I'd like to improve, but we're mostly there. As I said in the last devlog, next step is story mode coupled with the remaining 1.0 content, don't expect massive updates until then, as I'd like to have something left to be put in the 1.0 changelog beside story mode. :)

[h2]Full Changelog[/h2]
  • Balance: Heavily decreased the automatic skill gain for practicing most jobs
  • Balance: Trait attribution is less random, people with all positive traits & jobs are a rare exception instead of the rule
  • Balance: Increased lifespan of most animals (still balanced around the game's time scale, but a bit more generous)
  • Content: New and improved dogs: 2 races + color variants, improved stats, more opportunities for breeding programs
  • Content: Rise of The Mutant scenario is less restrictive and allows you to start with any number of mutants (10 is still the strongly encouraged default)
  • Content: New "classroom" zone used to share skill knowledge from teacher to students
  • Content: Slave traders occasionally have very specialized and skilled prisoners (20% chance a prisoner is very skilled)
  • Content: Occasionally, a survivor found during an expedition will have a skill with a very high value (10% chances a recruit is very skilled)
  • Content: Added crafting recipe for crowbar (Metallurgy at crafting station)
  • Content: Traps can be upgraded to their more modern variant (when available)
  • Content: Minor alterations to some events and traders to incorporate the new dogs
  • Graphics: Replaced the static dogs by fully animated variants (Only newly spawned dogs will be upgraded in save-games, existing ones and their kids will use old models)
  • Graphics: Replaced more icons and textures
  • Modding: Added "ReplaceFists" field to NPC data files, used to set a default weapon instead of fists (so it's no longer necessary to use a trait/equiplist for this)
  • Modding: Added "Variants" field to ItemAgent files so multiple NPC can share the same item (used here so grey and brown pitbulls don't need individual items)
  • Modding: Scenarios can set which NPC type you want the player to start with (first step toward free form mutant or other race game not relying on highly customized scenarios)
  • UI: The factory/crafting station menu has been altered so queued orders can be edited and removed on the fly (and with no missclick)
  • UI: Population screen menu slightly upsized and displaying more people simultaneously
  • UI: New modernized dual-pane trading menu
  • UI: Further standardization of colors & menu formatting
  • UI: zone menu(s)'s first button in the bottom row is colored differently depending if room is complete or not
  • UI: Tweaks to butcher and pasture screen to show more animals simultaneously
  • UI: Added tabs for medical & misc items in the Storage menu (everything that wasn't covered yet)
  • UI: Prisoner trading menu has been updated to show more detailed information (look/work like the recruit menu)
  • UI: Clarified conditions to attack another faction's HQ with the addition of a specific submenu
  • UI: The game will inform you when a survivor manages to get themselves stuck (this can be disabled globally in gameplay settings)
  • UI: Added button to center on raid in event popups and set automatic camera jump to disabled by default
  • UI: Minor tweaks to pets/cattle's individual info menu
  • UI: Loot table shown in encyclopedia and context screen for map location is sorted alphabetically
  • Fixed: Multiple issues with scrollbars (misalignment, unwanted list position reset, wrong length, ...)
  • Fixed: Animal panels in the Butchering table's menu would overflow from the menu
  • Fixed: Wrong menu being shown after placing a prison cell
  • Fixed: Tooltip in factory/crafting menu would blink in and out of existence due to the way it's refreshed
  • Fixed: Issue in the way loot tables were validated causing the display of incorrect information in encyclopedia and minor issues in (modded) pharmacy type stations
  • Fixed: The camera's movement speed was accidentally tied to game's speed
  • Fixed: Writing in many text boxes was unreliable or could trigger hotkeys (while the mouse was outside of the textbox)
  • Fixed: Animals not always getting a proper name when adopted
  • Fixed: Emotes / speech bubbles would incorrectly scale with the sprite they are tied to (looking super bad with new dogs)
  • Fixed: Mutants having the cannibal trait on top of the standard mutant trait (which includes cannibal behavior already)
  • Fixed: Specific conditions could cause a NPC to spawn with traits which are incompatible with each other
  • Fixed: There was a delay before the correct scaling was applied to juvenile animals
  • Fixed: The minimap was still interactive while the pause menu is open (causing graphical glitches when used)
  • Fixed: Issue with lines drawn toward power generators in the energy overlay making it more confusing than it should be


Pre 1.0 Development Cycle

Hi,

this is going to be a short but important announcement as I'd like everyone to be on the same page.

If you're a newcomer, you can pretty much ignore this post, just know that 1.0 is around the corner, that I'm going to regularly publish small patches until it's released, and that more "meaty" content will be published post 1.0.

If you're a regular, you might want to know that I'm no longer going to publish massive content updates until 1.0 has been released. From this point onward, my goal is to fix what's broken and improve what's not while completing the few remaining items on my todo list. A couple of the recently announced features are being pushed back (the map editor basically) so I can focus on the main game.

The game's price will soon be put at it's 1.0 official value ($14.99). We're not there yet, and you will be told a few days in advance, but this is closing in. The next discount will likely be the last time the game will be priced below $9.5, at least in the foreseeable future.

In any case, my next patches (which I am sorta forced to publish because otherwise Steam's metrics would bury me) will be much smaller than usual in scope. For instance, next week's update will add skill learning classrooms and improve a bunch of menus while fixing a few bugs and balance issues. That will be the norm for the next 1-3 months, so I can work on the 1.0 story mode in parallel.

Please, do not take this apparent slow-down in content delivery the wrong way. I'm just completing my stated goals for 1.0. There will be a lot more content after 1.0, don't worry.

Finally, if you have any comment about balance, how to improve the UI or complaints about very specific problems, it's time for you to tell me about it (even if you did it in the past and I accidentally forgot/ignored you) if you want your input to be taken into account before the 1.0 release.

Cheers :)