Trade & Barter Update - Now Available

Greetings, survivors!
The eighth major update for Endzone - A World Apart allows trading with characters from other, far away settlements for the first time. The new Trading Post opens up new possibilities to deal with the resources in Endzone. Too much medicine was produced during a disease wave? - Trade with Susan Melfi and exchange your surplus for new seeds and a little cloth! 5 different merchants travel around your settlement. How fair your offers are to the travelers determines how well your relationship with them develops.
The education of your settlers has also been raised to a new level. An expanded school system allows you to choose specialized education paths. With the Advanced School, your settlers can even be educated in all areas at the same time and thus become even more effective.

- Buildings: Added 5 different and unique traders with their own personality and a unique hot air balloon. Every trader has unique traits, is interested in different goods and will also offer you a distinctive set of goods. They also remember your trading history and will react to the fairness of the deals you made with them. Making fair and good deals might result in new seeds or even technology points for research.
- Buildings: Added a Trading Post that allows for trading goods with different traders.
- Technology: Added a new technology that allows you to choose which trader will visit you next.
- Tutorials: Added 2 new tutorial sections. This is our first push to give you dedicated tutorials in addition to the big, comprehensive tutorial. New features, like the Trading Post can now be learned without the hassle of going through the complete tutorial. Additionally we also created a new dedicated tutorial for the Confidence system.
- Advanced School: The advanced school is a new building that allows your students to reach all the available learning topics. This is an addition to the rework of the education system.
- Settlers: As part of the education system rework, clicking on settlers will now show their learning progression towards the four different topics.
- Expeditions: 2 new expeditions were added, including a Bar and a shop building.
- Environment: Several new ruin types were added, including machinery for agriculture and a construction site.
- Options: Added a new option to restrict the mouse cursor to the active game window. Useful, when you have a multi monitor setup, where one screen is idle.
- Options: Added an options to disable/enable cloud rendering in the game options.
- Music: Added 2 new music tracks to the game.
- Seeds: Added 2 new seeds to the game. Sugar beet and Lupines.
- Glossary: Added and refactored several glossary entries for education and trading.

- Buildings: Fixed decontamination post not showing when the max cap is reached.
- Buildings: Fixed the area highlighting for the decontamination post.
- Buildings: Fixed rendering of decrees on the Forum.
- Buildings: Decontamination Kits can no longer be radiated.
- Buildings: Fixed level of detail visuals for Gatherers Cabin.
- Buildings: Fixed a bug in the Decontamination Post causing loaded savegames to lose their decontamination kits.
- Scenarios: Buildings are now upgradable in a scenario when they were locked at start and unlocked during the scenario. This fixes the bug, where a cistern could not be upgraded to a water tower in the tutorial session.
- UI: Fixed several blurry or falsely cropped in-game icons.
- UI: Added a sanity check to avoid possible errors when presenting new UI elements.
- Settlers: Fixed age progress in settler inspector.
- Settlers: Fixed an error caused by faulty settler achievements.
- Resources: Fixed a bug related to hemp weaving mills that caused hemp to be always fully reserved. If you have saved games where you experience this, you’ll need to tear down any hemp fields for this fix to take effect.
- Sounds: Fixed well cycling sound, which was way too loud.
- Technology: Players can no longer start another research when there's already one running.
- Savegames: Fixed memory leaks caused by saving & loading (including autosaves). This should fix a problem where people reported that the RAM got completely filled up.
Localization: Several small localization improvements to german localization based on proofreader feedback. - Savegames: Fixed the 'continue’ button in the main-menu, to continue playing based on the latest savegame.
- Technology: Fixed wrong kitchen icon in tech tree.
- Technology: Fixed wrong position of advanced technologies in the tech tree.
- Savegame: Autosave no longer opens the MainMenu when finished.
- Glossary: Glossary no longer moves to the wrong tab at first opening.
- Side Missions: Fixed some Side Missions that weren’t working anymore after declining one mission more than three times.
- Tutorial: Tutorial no longer highlights the profession window during the quest where you have to build a Forum.
- Settlers: Fixed highlighting of confidence tab in settler inspector.
- Electricity: Fixed an error for the electricity toggle when no grid is active.
- Camera: Camera is no longer overzealous when setting its target rotation (e.g. when resetting the camera rotation via minimap).
- Environment: Fixed bug in Weather system.
Environment: Fixed wrong visuals for several trees. - Settlers: 3D visuals of settlers are now correctly displayed, and textures don’t have holes or unwanted effects anymore.
- Sounds: Fixed several ambience sounds that were not playing while they should have.
- Electricity: Fixed upgraded buildings being ignored by the current electricity grid.
- Expeditions: Fixed wrong offset for ruins in expeditions.

- Production Limits: Increased production limits for decontamination kits from 10 to 30.
- Production Limits: Resource Outputs now show a filled "production limit" bar instead of an empty one if the production limit is set to 0.
- School: Up to 3 teachers can now be employed in the school.
- School: The school has been reworked and it now features different learning topics that can be prioritized. You can choose a specific topic teachers should focus on, resulting in students to learn it faster.
- Sounds: Tweaked and refactored the sound system to have a better and more harmonic ambience soundscape.
- Sounds: Increased max range of 3D one shots and local ambient sounds.
- Sounds: Reduced volume of well/bicycle.
- Sounds: Increased ambient wind volume.
- Sounds: Decreased max ui volume.
- Sounds: Balanced global audio volume.
- Sounds: Added several new sound effects to buildings and expeditions.
- Performance: Several performance and memory optimizations.
- Side Missions: Increased cooldown for Infestation Side Mission.
- Side Missions: Increased cooldown of enforced Missions to prevent them from spamming.
- Side Missions: Tagged several Side Missions to make it clear that they are part of the confidence system, when selecting from the bulletin board.
- Side Missions: Several Side Missions now trigger even if another mission is already active.
- Repairing: Tweaked settler task flow when damaged buildings have been repaired.
- Buildings: Changed decree post visuals of the forum, so decrees are better to read.
- Settlers: Settlers now also pickup smaller resource-amounts (less than needed) from resource boxes and collection points, if there are not enough resources available.
- Settlers: Tasks for constructions sites are now prioritized.
- Settlers: Highly educated settlers now get 3 badges instead of 2.

Through the Trading Post, trades with characters from distant settlements can now be conducted. Once the Trading Post is established, new traders will appear in the settlement at regular intervals. You can see which trader it will be and when they will arrive in the settlement in the trade window.

Each merchant builds a relationship with your settlement based on the fairness of the completed trades and also has its own specialization. How fair a trade is is also shown in the window and can be varied by adjusting the individual goods. The better the relationship with a trader, the more likely he is to bring rare goods and the better the offers. In addition to common resources, seeds and research points can also be traded. The trading options will of course be expanded in future updates.

Once a trade has been completed, logisticians must take the required goods to the trading post. If all goods are available, the trade is carried out, the balloon flies out of the trading post and leaves the settlement. A new research area also unlocks the possibility for the player to decide manually and freely which trader should appear next.




In the course of the revised educational system, we have discreetly changed the school, as it functioned up to now, and also added a secondary building. Up to now, a settlement of a good 100 children could be educated with a single school without any problems. The final result was that the school was built early and no further interaction was necessary. Through the new educational system, we now differentiate into four different areas, which can be learned through the School with focus on only one each:
- Settlers work more effectively
- Settlers use tools more carefully
- Settlers use clothes more carefully
- Badges can be obtained faster

The Advanced School also makes it possible to learn all areas at the same time. In addition, more students can be trained at the same time. If both the Advanced School and the regular school are available, children always prioritize the better building.











https://www.youtube.com/watch?v=1uhApROBzCg
We know that there are still some things we need to fix, and we are listening to your feedback. We try to address all important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to note that Endzone - A World Apart is a survival game. Challenging gameplay, as well as a difficult learning curve, are intended and are designed to provide the player with a difficult task.
- Your team from Gentlymad & Assemble Entertainment
Changelog Version 0.7.7607.25000