After the Collapse - Anarkis Gaming
After The Collapse 0.8.0 has just been released!

This first 0.8.x release is not as large in scope as my previous major releases. The main goals here were to make the game more friendly to newcomers, give more options to experienced players who want a challenge, while fixing many issues and doing the necessary internal groundwork for the next set of massive changes planned for it.

Before we start. I want to announce that I will be taking a break until early January. Beside the holiday season, I have important family matters to deal with and I also personally need to get some time off the game. I will still be around on our Discord channel, and will publish the usual hot-fixes if need be, just not at the pace you're used to.

Anyway, let's get to the update.

Scenarios, Events and Difficulty Settings



This is the core component of this new update. The new game menu has been reorganized through several start scenarios. Each scenario can be customized and difficulty can be tweaked to satisfy anyone from a total beginner to expert players.



Food and water consumption can be tweaked, alongside dozen of other aspects of the game. One of which is the "Rare Water" toggle. This one dramatically changes the way water is handled in game. If this setting is selected, water wells must be placed next to a water source and must be placed at least 8 tiles apart from each other. It's also tagging purified water as a "rare" item, making it much less likely to appear while looting or trading. This, coupled with various other settings, like Lethal Sickness and high Pandemonium infection rates can make this game extremely difficult.

Of course, all of this is entirely optional.

Additionally, the distribution of "random" events (raids, traders, and so on) and frequency can be tweaked from this same menu.



Most scenarios allow you to preview and reroll your starting survivors to further tailor your experience.



The world map menu used to select your starting position in some scenarios is also a lot more user friendly and informative. It quickly explains what you can expect from a location, the reason why you can or cannot settle somewhere, and so on.

Notable Additions and Balance Changes

Gas masks who were until now situational and overpriced items now protect against most illnesses and against the dreaded acid rains' effects.

Two new mobs have appeared in the city. The Fire Crab and the Explosive Shambler. While both can, very rarely, appear in standard event difficulty, they are more common with difficult events selected. The fire crab is relatively tanky and will hurl fireball at anyone hostile. The explosive shambler will explode on contact AND on death causing a short range but deadly chemical explosion.

Water is a more prominent features, you'll find small lakes dotting the surface and the underground caverns on a regular basis.

If you decide to start the game underground, you'll notice that the game will no longer trigger recruitment, raids and trading events until you've breached the surface. This was a common issue I finally addressed. Creatures will still occasionally appear on the surface map, though.

New events and traders will appear on your map. Notably, the exotic pet trader, who can start appearing after you've discovered the Animal Care technology and who will sell you those rare and valuable eggs so you can build your own army of mutated animals.

A new "Mature Content" checkbox is available in the gameplay settings menu. If unchecked, cannibalism, most blood effects, and prisoner traders will be removed from the game (it is still possible to take prisoners, just not to trade or eat them). This setting is best changed before starting a new game.

Graphics



The water is now animated and, much, much, much nicer to look at. In the same spirit, wheat, tomato and mushroom farms got a much needed facelift with plants actually looking like what they are supposed to represent.

User Interface



The most notable changes regarding the UI, outside of minor tweaks, are two important additions to the Combat UI. You can now order your survivors to go fetch more ammunition, either through a keyboard shortcut or through the new button in the bottom menu.

Additionally, it is now possible to add/remove individual survivors to your combat group without having to reset combat mode completely though the Recruit/Release button in their individual menu.



Furniture now have their own menu which allow you to move and rotate said item without having to raze and rebuild it. Same goes for power relays.

Engine & Fixes

I went through a lot of old code and either rewrote or improved it, fixing bugs, improving performances and reliability. It's a very slow and tedious process which has very little directly visible benefit to the end user. But it's work that needed to be done nonetheless if I want to continue improving it. At least It led to a lot of fixes for both reported bugs and unreported bugs.

Oh and I've added support for the Cyrillic charset, which should open the door to the game being translated to new languages through modding.

Mod and Savegame Compatibility

This version is NOT compatible with save-games from previous versions. You can roll back and finish your game by going in AtC steam properties, beta tab, and select the 0.7.7 version.

All mods I am aware of should work in 0.8 without any issue. Mods for which it could have been a problem have already been updated.

Author's Notes

I hope you will enjoy this version, while it's not as large as I wanted it to be, I've done my best to provide most needed improvements. After taking my break, we'll resume our usual schedule and start working on the next content updates.

Full Changelog

  • Balance: New and reorganized difficulty settings (there are a LOT more of them)
  • Balance: Greater ability to customize event distribution and frequency
  • Balance: Gas masks now protect from the negative effects of acid rains (both light & heavy) and most illnesses
  • Balance: When starting underground, most surface events (raids, traders, recruits) won't fire until you build your first staircase
  • Balance: Traders should, on average, have a larger selection of goods
  • Content: New and reorganized game scenarios
  • Content: Updated Halloween DLC to work with the new scenario system
  • Content: New and difficult "The Plague" scenario
  • Content: New "Really Bad Day" scenario (unfair solo survivor start, inspired by CDDA)
  • Content: Player faction flag can be customized
  • Content: Ability to start as a standard faction or as cannibals (more options coming)
  • Content: Ability to customize your starting survivors and add as many as you want
  • Content: New rare special traders (ammo trader, egg/pet trader after Animal Care tech)
  • Content: New and altered raid events
  • Content: Added ability to toggle "Mature Content" in the gameplay settings. Makes the game more kid-friendly by disabling blood effects, cannibalism, prisoner traders, human meat and so on...
  • Content: Furniture and power relays can be moved easily (thanks to a new button in their menu) without having to deconstruct and reconstruct them again.
  • Content: New Fire Crabs variant. Yes, they are basically a tanky flamethrower. Dangerous, but great as defensive pets if you manage to get some eggs
  • Content: New Explosive shambler variant. Will explode on contact and death, causing massive but localized AoE damage
  • Content: Added achievement for reaching day 60 in Last Stand (Steam only)
  • Content: Added achievement for reaching 30 survivors in The Plague (Steam only)
  • Content: The job template settings are now applied to prisoners too
  • Engine: Technical debt payment (fixed/improved/removed a lot of crappy old code)
  • Engine: The code in general should be more "secure" (crash preventing) and a tad faster (i have no idea if it's noticeable to the end user or not)
  • Engine: Replaced the white screen of death during game loading by the console (showing that there's some progress being done)
  • Engine: Added support for Cyrillic character set (opening the door for more translation mods)
  • Graphics: Water is way prettier and properly animated
  • Graphics: New sprites for wheat, tomato and mushroom farms
  • Graphics: Minor tweaks and improvements
  • ProcGen: New garage building added to map generation
  • ProcGen: All surface maps and caverns can now contain lakes, also added a lake quantity setting to custom map generation menus
  • ProcGen: In the Military Base map, the main building is more organic but also more difficult to clear
  • ProcGen: It's possible to settle in city center, commercial districts and suburbs (no special map feature for now)
  • UI: Completely reworked the "New Game" menu to manage all the new options
  • UI: Reworked the Game Settings menu (larger menu, more tooltips, clarified obscure settings)
  • UI: Added Encyclopedia button to the main menu
  • UI: Overhauled the "select spawn location on city map" menu to give more helpful information (and made it better looking)
  • UI: Refreshed the Recruitment panel (fixing alignment problems, added colors)
  • UI: Added button/shortcut to order survivors to go fetch more ammunition (if needed) in combat mode
  • UI: Individual settlers can be added/removed to/from combat mode on the fly using their info panel
  • UI: Added menu when clicking on furniture (chair, beds, tables..) with the ability to move the item somewhere else.
  • Modding: Replaced event handlers by scenario files with extensive gameplay and difficulty customization settings
  • Modding: Added "Mature" to events, items and traits' tags. Also added to recipes (as a true/false flag). Mature tagged items will not be applied/run if the user unchecked "mature content"
  • Modding: CattleAI is permanently deprecated
  • Modding: Older turret component versions are permanently deprecated
  • Modding: If only some of a mod's textures are compiled, the game could fail to load those which are not. This is fixed.
  • Modding: Added WaterNoiseColor to terrain files (colorize the water plane if any. default blue-ish.)
  • Modding: Thanks to the new "furniture" menu, things like chair, beds (and so on) can now be upgraded like other clutter
  • Modding: Added "mod_examples" folder, containing a documented example to write your own translation for the game
  • Modding: Added DeathShot to weapon files. Assuming the weapon is AoE, it will trigger a shot when the owner dies, shooting at itself. Useful for mines and such.
  • Modding: Moar LUA hooks into the game: (Game.Time, Game.Paused, Tile.HasRoof, Tile.RoofStatus, ERoofStatus, and several UI components) (by Alex)
  • Modding: Trade events can now have a list of preselected items (see trade_special_* events)
  • Fixed: Survivors would occasionally ignore likes & dislikes when calculation their opinion of each other
  • Fixed: The raid from "exiled" survivors couldn't trigger
  • Fixed: Power generators were supposed to automatically make their job prioritary when near empty but weren't
  • Fixed: The game wouldn't take the male/female ratio into account for the species which use this parameter
  • Fixed: Mods couldn't override leader portraits and other textures (trait -> replace body part for instance)
  • Fixed: If both "tech is unlocked" and "query is sent about player technologies" happen in the same frame, it could potentially lead to a crash
  • Fixed: Rare crash related to minimap being updated by 2 threads at the same time
  • Fixed: Potential crash on world map
  • Fixed: In the new game menu, when customizing equipment, it was possible to crash the game by entering something else than a number in the quantity field
  • Fixed: Right clicking items in the 'expedition result' panel wouldn't open the associated info panel
  • Fixed: Several more internal issues way too obscure to go over
  • Fixed: Fixed a bunch of typos in trait descriptions
  • Fixed: Some more missing french localization strings (laws and traits especially)
  • Fixed: When editing settings for a custom map, changing map architecture would not update settings properly
  • Fixed: Clearing up an abomination nest from the map could lead to a crash when looking at the world map
  • Fixed: Pausing game would remove clouds and fog from the map
  • Fixed: The game wouldn't indicate you can't build over water (or other impassible tile) properly
  • Fixed: The game would allow you to place walls directly over water
  • Fixed: Monster spawner/nests could accidentally be hidden below mountains during map generation, causing animals to spawn around the mountain.
  • Fixed: Issue preventing translation mods from translating the User Interface
  • Fixed: In some cavern maps, it was possible for the bunker to "infect" the cavern, causing razed cavern walls to uncover metal walls instead of more cavern ones
  • Fixed: Rare bug in underworld map generation which could lead a bunker to contain cavern walls and features
  • Fixed: Mines would only explode on contact, not when being shot
After the Collapse - Anarkis Gaming
Hi there!

With my work on the 0.8 branch of After The Collapse taking most of my time, we've hit a temporary lull in my release schedule. To keep you waiting, I think it's a good time to talk about the progress made toward the next major update. Out of the many things planned for the 0.8x cycle, I decided to focus first on what I consider to be ATC's major issue when it comes to player retention. Namely, a very unfriendly "New Game" menu, and near useless difficulty settings. Of course this first update won't just stop to those two items, but it'll be the main subject of this article.

Please note that many of the changes detailed in this article are still under construction. As such, the implementation might vary slightly.

New Game Menu

The three different new game buttons (tutorial, main, custom) are being replaced by a single "New Game" button leading to a very complete scenario selection menu. For those in a hurry, here's a short video detailing the whole menu and a few other things:



As you can see, the same menu regroups all usual starting positions in addition to scenarios like the good old Last Stand and newcomers like "The Plague".



Scenarios are a fully customizable and moddable. They define the starting location, difficulty levels, events, your starting survivors, equipment, technologies among a ton of additional settings. They also define what the player can or cannot change before starting a game. For instance, with the "custom game" scenario, you can change pretty much everything about your game. While with "The Plague", you start with a preset location, survivors,  events and difficulty settings. We'll go over difficulty settings further down.

Anyway, once a scenario is selected, and we'll use "Custom Game" as an example here, you get to the next screen:



The first tab allows you to customize your faction. You can select your name, flag, ethics and (if the scenario allows it) if you want to start above or below ground. The main feature, beside the ability to select a different flag, is that you can decide to start with a bunch of cannibals or not. Speaking of cannibals, I also added a mature content flag to the settings which I will detail further down this article.



The next tab is your usual equipment customization menu. Not much has changed here except that the menu is larger and a few minor issues have been fixed. Let's get to the new and interest bit, then.



As requested, you can now customize your settlers, see what they will look like, add, reroll and remove them at will. I still have a small problem to overcome. It makes it too easy to start with overpowered survivors. In the future, I'll have to find a way to balance that. The obvious (and easy) solution would be to limit the amount of rerolls. But I know all too well how much people love to optimize the fun out of their games. I'm afraid it would incite some people to restart the game over and over again. The alternative solution, which is much more annoying to write, would be to write a secondary settler generator (for this menu only) which would attribute good and bad traits in a fairly balanced fashion. We'll see. I'll keep it "as is" in this first release, though.

I'll skip the surface and underground settings as they are pretty much unchanged from 0.7x.

Finally, assuming you're playing on a scenario asking you to select a location on the map, this menu has been overhauled too!



As you can see, it got a much needed makeover. It's not exactly what I want it to be yet, but we're getting there. You get a lot more information about the spot you want to settle on, It warns you about potential difficulties related to the selected map. The menu also tells you why you can't settle in some locations like point of interests and AI factions' headquarters.

And, of course, after the location is selected, the game starts as usual.

Difficulty Settings

Difficulty settings were pretty lackluster in previous versions. Finding a balance between the newcomers who find the game too hard and the regulars who find it way too easy was pretty much impossible. Well, this will hopefully become a problem of the past. As you might have noticed in the previous screenshots, scenarios have 3 drop down menus below their descriptions. Let's see what up with those.



Clicking the Difficulty dropdown (which comes with several presets) will unlock this sub screen. As you can see, it's fairly complete and adds a ton of new settings to the game. I am not going to explain each individual one, as you can easily guess what most of them do, but I will still go over a few of the more interesting options.

First we have the "Pandemonium Infection Rate". It determines the percentage of survivors who are infected by the virus (which will slowly turn them into hostile tribals or shamblers if left untreated). It does not impact your starting people, but it does impact any new recruit. In the same vein, you can now select if the "Sickness" meter is lethal or not and you can disable the negative health effects given by acid rains.

The next setting, which I still have to implement (I am not yet 100% certain it will make it to 0.8.0), is the "Rare Water Sources". Simply put, it makes water a lot more difficult to get. Water wells will need to be next to actual water sources like lakes or rivers (yes, those are being implemented), and cannot be placed too close to one another, while purified water itself is made a "Rare" item, making it much less likely to appear during expeditions. The idea behind this setting is to give a proper challenge to the most experimented players.

You can also customize other factions, making them easier or harder to deal with. And finally, we have the "Bandit Lair" setting. It's not yet implemented, and probably won't be part of 0.8.0 but its goal is to occasionally spawn bandit lairs around the maps. As the name entails, bandit lairs are local bandit groups which will attack nearby bases and points of interest in a regular basis until the player (or an AI faction) destroys the lair.

Event Settings

And of course, game "random" events will be customizable too! The 2 other drop down menus (events and event frequency) both open the same sub menu:



You can filter in/out easy and difficult events and you can even completely remove positive or negative events (or both if you don't want any event at all). It's also possible to customize their frequency manually or by using one of the 3 different presets.

Toggle Mature Content

I know that there's quite a few parents playing the game with their kids and that the recent additions to the game might not be very kid friendly. As such, I am replacing the "toggle blood" setting by a much more complete Mature Content one. If checked, it will disable several of the most 'controversial' features:
  • Blood effects and decorations won't appear in the game
  • Cannibalism is completely disabled (with the exception of the Pandemonium virus)
  • Prisoner buyers and sellers will never spawn (you can still take prisoners if you want to, just not cook or sell them)

On a technical (and moddable) level, events, recipes, items and traits can be tagged with a "Mature" tag. The game will simply ignore everything marked as such when the "Mature Content" checkbox is disabled. As such, mods can also support "kid friendly" versions if need be.

Map Generation

As shown in the video, water looks a lot better now. It's an animated 256x256 texture (again, fully moddable) which is tiled under the map, instead of being a small 64x64 blueish tile. Lakes will be added to maps (to fill up those map corners and in preparation for the "Rare Water" difficulty settings) both above and under ground. I'm also adding a few new building variants and other small tweaks and improvements.

Nothing major, but do not worry, there's a LOT more to come in this area. Just not for the initial 0.8.0 release.

Game Engine

I went through most my code, looking for issues, removing duplicate code, optimizing what can be and so on. It's definitely not as sexy as the previously mentioned features, but paying your technical debt is an important part of maintaining an healthy project. Still, it should make the game way more stable. It's not like it's particularly unstable, but all bugs must be exterminated nonetheless. It should be a tad more optimized, but I am not entirely sure it's something the end user will notice, except in particularly busy situations.

Weather and Climate

Last but not least, the weather system is going through a major rewrite. Contrary to previously mentioned changes, I am still in the middle of rewriting this part, as such the final implementation may vary a bit from what I am writing right now.

As you've certainly noticed, the weather in ATC didn't make a lot of sense, a cold wave could follow a heat wave, and weather could suddenly go from a stormy weather to clear skies in the blink of an eye. While I don't think it was that much of a concern gameplay wise, it was still annoying. I'd like to replace that by a climate system that will determine the average temperature, precipitations, acidity levels, wind strength, and their min/max variation.

It would have several implications. Firstly, not all starting locations would be equal when it comes to weather. Some regions would be colder and humid while others would be arid. Yes, I know, we're in a city scale-wise and that doesn't make a whole lot of sense, but nor do crops growing in 3 days. Scale and speed have to be tweaked to make a game. Secondly, instead of switching from a weather pattern to another every few hours, changes would be more gradual, clouds will appear before it's raining, temperature will slowly rise up and down instead of toggling between different states, giving you some time to prepare.


Of course, it also means I have to scrap and rewrite the whole weather thing. It's going to take a week or two and we'll surely find new an interesting bugs that way.


In Conclusion

This 0.8.0 update is going on nicely. The "New Game" menu was incredibly painful to write, the user interface library I am using was definitely not made for that level of complexity, but I am very happy with the end result. I don't have an exact ETA for the first release yet, but I'm pretty sure it should be ready in early December, hopefully during the first week. I will publish an untested version in the Nightly Branch soon-ish.

So, what next? Well, after the usual cycle of hot-patches, I will start working on the new expedition system detailed in my previous devlog at least as the main focus. I will still continue to improve other parts of the game in parallel.

Cheers!
After the Collapse - Anarkis Gaming
Hi !

Here is another small patch for 0.7.7, fixing more reported issues, most of them too obscure to really explain at this point. As usual, it's compatible with previous versions.

You can also expect a proper devlog next week-end, explaining the progress made toward 0.8 so far.

Cheers.

Changelog
  • Modding: Generators, relays and batteries are now compatible with the UpgradableTo field (a proper button is shown if the field is present)
  • Fixed: Settlers would not check if their inventory is full before accepting building jobs, causing them to freeze in place if there's no depot available either
  • Fixed: The weird circle of light visible by night in the top left corner of the map has (finally) been removed
  • Fixed: A room placed on the extreme border of the map could crash the game when it's checking if it's walled or not
  • Fixed: Several rare/situational crashes
  • Fixed: A couple rare/situational thread collisions (another form of crash, just way more annoying to find and fix)
After the Collapse - Anarkis Gaming
Happy Halloween!

To celebrate this event, I added a batch of thematic and optional content to the game. It's made available as a mod integrated to the main game which you can enable or disable at will through the mod menu.

I hope you'll enjoy this update.

Have fun!

Halloween Content
  • Pumpkin farming (plants + seeds)
  • Jack'o'lanterns (small decorative light sources)
  • Pumpkin pie (food item)
  • Explosive pumpkins (early game artisanal mine)
  • Carved pumpkins (to decorate your settlement)
  • Decorative spooky lights (orange, purple and red)
  • Pumpkin helmets (can be made at the armor forge)
  • Shamblers have a chance to spawn with pumpkin helmets
  • Custom difficulty level replacing most normal raids by giant spiders and zombie attacks

0.7.7 Patch 7
  • Engine: Support for official DLC/Mods (no, i'm not going to start selling DLC)
  • Fixed: Missing random prisoner seller events
  • Fixed: Typo in code causing problems preventing settlers from emptying their inventory properly
After the Collapse - Anarkis Gaming
Hey!

Here is another small patch for 0.7.7, fixing reported issues. On that note, I'd like to thank everyone who helped by making me aware of bugs or problems, no matter how minor, it's an invaluable time saver.

Anyway, nothing major this time, just a couple of very situational crashes and minor issues with the user interface. As usual, it's compatible with previous versions.

In other news, progress on 0.8 is advancing at steady pace. It's still a bit too early for a demonstration, but we'll get there soon :)

Changelog
  • Engine: Various improvements to bug report system (by Alex)
  • Modding: Inter mod communications (by Alex)
  • Modding: The game will check mods' data files for common errors and warn the user if any is found (it's a superficial check, not a guarantee)
  • Fixed: Possible crash with Steam's leaderboard (by Alex)
  • Fixed: Possible crash when switching to fullscreen without selecting a screen resolution
  • Fixed: Rare crash with bullets (probably, as i couldn't reproduce it)
  • Fixed: Annoying light flickering when selecting a start location on the city map
  • Fixed: Renaming a survivor or depot with just one or multiple space(s) and no character would prevent you from renaming the agent again
  • Fixed: On the city map, it was possible to reinforce your main base with defenses (which are useless in that particular context)
After the Collapse - Anarkis Gaming
Hi there!

While my attention is focused on 0.8. There is still time for a new maintenance patch! It makes minor balance changes while fixing some of the remaining bugs in 0.7.7.

Changes to the military base map only apply on new games. Beside that, it's compatible with previous versions of the game.

Hotpatch 5
  • Balance: Moved power relays and grow lamps from the "electronics" to "power" tech (available earlier)
  • Balance: Herbal remedies provide medication against bad cough and common cold but no immunity
  • Balance: Antibiotics cure the flu and infected wounds + give temporary immunity against bad cough, common cold and the flu when consumed.
  • UI: Settlers' inventory and mood panels update in real time now
  • Fixed: Settlers getting stuck into a "fight" with something unreachable (mostly a thing in underground bases)
  • Fixed: Settlers could get stuck when there's not enough storage space to drop supply while their inventory is also full
  • Fixed: Military bases' turrets incorrectly tagged as generic hostile instead of military
  • Fixed: Military bases' turrets using the outdated graphics for turrets
  • Fixed: Occasionally receiving "0x Item" during expeditions
  • Fixed: Crash in animal config menu I thought I already fixed
After the Collapse - Anarkis Gaming
This patch adds a new feature, the Encyclopedia which can be accessed from the pause menu ([Esc] during gameplay). It's an interactive screen describing all the items, techs, constructions, ... found in the game.





This update also improve most description panels: DPS and shot/sec info for weapons; Uses and loot locations for items; and so on. Clickable elements in those panels are now highlighted on mouse over.

I also fixed the reported crashes and a bunch of more minor bugs.

Hotpatch 3
  • Content: Added "Encyclopedia" to the pause menu (a big menu describing every single item, faction, construction, and so on)
  • UI: Right click a faction in the faction list to display its new info panel
  • UI: In the map menu, clicking on "resource left" will display the location's loot table
  • UI: In the outpost manager, right clicking an outpost will display its info panel
  • UI: Added shot/sec and max dps information to weapons' right click panel
  • UI: Generally a lot more information in right click info panels
  • UI: In description panels, interactive/clickable parts are highlighted on mouse hover
  • Fixed: Rare crashes tied to multithreading and job management
  • Fixed: Rare crash tied to the recently improved AI used to feed crafting stations with resources
  • Fixed: The "Tinkerer" trait was incorrectly named "Doctor"
  • Fixed: Laws wouldn't be reset when restarting the game
  • Fixed: Issue with line of sight which could lead survivors to incorrectly detect hostiles who aren't on the same ground level, making them freeze in place.
  • Fixed: Minor issue with the electric water purifier
  • Fixed: Discord's integration was missing last update, it's fixed
  • Fixed: Exploit allowing to disable an enemy's weapon turret by selecting it from their info panel
  • Fixed: Farms' loot table not including animal food
  • Fixed: Opening/closing pause menu could get laggy when it's raining

Hotpatch 4
  • Fixed: Water collectors' menu wasn't informing the player when the structure is below a roof (was just saying "Bad Weather")
  • Fixed: Crash when attacking specific points of interest (likely caused by missing item in a mod)
  • Fixed: Crash with the "Build Structure" job (couldn't reproduce locally, added failsafe code)
After the Collapse - Anarkis Gaming
Here's the first small hot-patch for our 0.7.7 release.

It's fixing a few issues with the latest release. Most notably, it's correcting a bug introduced in 0.7.7 would cause melee weapons to damage their owner whenever attacking something. As usual with hot-patches, it's compatible with previous 0.7.x save-games.

Changelog
  • Engine: Reinforced parts of the code to prevent possible crashes with some mods (when added/removed in the middle of a game)
  • Engine: Slightly better pathfinder performances (really only noticeable in extreme situations)
  • Modding: Turrets can be upgraded like doors, factories, depots and such
  • Fixed: Melee weapons would damage their owner when attacking (issue in 0.7.7).
  • Fixed: Drones being referenced as "Animals"
  • Fixed: Clicking the "combat mode" button wouldn't always allow you to take direct control of the drones
  • Fixed: Traders, suppliers, raiders incorrectly spawning inside buildings
  • Fixed: Drones (and robots) wouldn't display their description in their character screen
  • Fixed: Repair orders would not be restored when loading a save-game
  • Fixed: In modded games, crafting stations without a recipe would crash the game
Oct 3, 2020
After the Collapse - Anarkis Gaming
Hi there!

With the 0.7 branch being more or less complete, It's time to talk about our next 0.8.x branch :)

As usual with my "road-map" articles, everything I'm going to write is still in the 'design' or 'early implementation' phase. The details may vary wildly in practice. I may delay or move some of it, add unrelated things as needed. The point is to give you a general idea, not a detailed picture. Also, this post is going to explain what 0.8x will look like at the very end of its development cycle. The initial 0.8.0 release will just pave the way for those features and will, by definition, be much more limited.

Oh, before we start, just a note regarding 0.7.7. I am aware of some small issues with it, which I promised to fix this week. While I was planning to take a few days off, unexpected family-related issues completely negated those. As such, I have to admit that I couldn't work on the game at all. Be sure it will be my the first order of business next week. Thank you in advance for your understanding.

Now that we are all on the same page, let's dive in! :)

General goals for 0.8

While 0.7 was focusing on the base building proper, 08 is going to focus on pretty much everything else. Map generation, both at the base and city level will be the biggest and most time consuming chunk. The city map will become way more dynamic, expeditions will be improved and proper scenarios and extensive difficulty settings will be added. This is, of course, a very short summary. So, let's give all this a proper look!

City Map Generation

While this is the first item in the list (as I need to explain it for context), it's the one thing for which I don't have a clear, step by step to-do list yet. Simply put, I am not satisfied with the current city map. Even if we forget how bad it looks graphically, it's just a very boring map to play with. Despite the fact that there's a small scale strategy game playing on that map, there's no actual path-finding: no blocking terrain, no rivers to "cut" the city in half. I also place locations in very unbalanced ways. The list could go on forever.

I'm still experimenting with various changes/features, and I have not settled on a particular one yet. Still, the following statements are, pretty much, sure things:
  • Expeditions will use proper path-finding to move toward their destination (instead of traveling like birds)
  • Add path-blocking rivers/lakes to the city map
  • Depending on difficulty settings, add fog of war, forcing the player to explore the city to reveal locations
There are many other things i'll be experimenting with, but at this point in time, it's all I can share.

Local Map Generation

It's not exactly a secret that the map generation is far from being varied, especially in the city proper. Even if 0.7.6 and 0.7.7 added some variety when selecting locations bordering the city itself with new lakes, rivers and mountain ranges, it's still quite experimental (and occasionally unreliable). Buildings themselves are okay, but the layout in the city itself is not interesting or varied enough.

The major technical problem is the local map size which can be customized in ways that do not make much sense for my generator. To make better maps, I first need to standardize them. Simply put, the sizes labelled as "standard" and "gigantic" will be kept while "small" and "large" will be phased out (or marked as unsupported). A standard map will occupy one square on the city map, a gigantic map will occupy "2x2" squares. Yes, it means that a gigantic map will contain 4 smaller maps, possibly with different biomes. Additionally, I will also be able to "fill" the large empty/forest/desert space with larger buildings, small paths, parks and such to give a proper city vibe. Another goal is to add rivers (and bridges) crossing the map, of course aligned with the city's layout.

Community Maps and Buildings

Kudos to Mack for suggesting this one to me a long time ago. In principle, it's self explanatory: add a map/building editor and allow players to share them (on the steam workshop or elsewhere). The game would automatically integrate them during city and local map generation. Of course, it's easier said than done. :)

Adding the editor itself ain't really a problem. I mean, ATC is a city builder already. I "just" need to modify the user interface using the already implemented creative mode as a base. On the user/creator side, the only big hurdle is to define under which conditions those buildings/maps should appear. Code-wise, it's simple enough for buildings. Regarding whole maps, it's another story, but I think it's doable.

Scenarios

I'm not satisfied with the main menu and it's 3 "new game" variants (including the tutorial). Not only that, but the follow-up menu for "full" and "custom" probably haven't really changed since 0.6 or so. Sure, it superficially looks "power-user"-ish, but in reality, it's quite messy and unfriendly looking to any newcomer. So, how to fix? If you have played my first commercial game, you already know what I am aiming for, just a tad more streamlined.

As such, I will remove all those options from the main menu, and just keep a "new game" button. This button will lead to a proper "scenario" menu with nice pictures and descriptions for each item. So, what's a scenario you ask me? Good question, imaginary average user! Simply put, it's a bunch of preset settings. A valid scenario could be the tutorial itself, it could be what we currently call the "full game" with starting location being player selected. It could force you to start with X specific settlers, or give you free reign. The list could go on. Special difficulty settings like "Last Stand (30/15 days)" would become scenarios in their own rights.

To the end user, beside the UI being more friendly, it won't change much in practice. All current options will just be specific default scenarios. However, it will allow modders to add new ones. For example, a modder could force you to start on a specific hand crafted map, with a hand crafted factions, and only use specific game events. They could preload it with customized difficulty settings as well (see below). The idea is to have very detailed files to describe a scenario, allowing as many combinations as possible.

Difficulty Settings

After reading hundreds of feedback mails/posts/reviews, it's obvious that I have a very diverse user-base, some do find the game way too hard, while others find it way too easy. I don't have a magic formula to make everyone happy. But, I still can help players to tailor the game in the way they are the most comfortable with. When I started writing ATC, I wanted to emulate what Rimworld was doing with its "story tellers" (which are nothing more than re-branded difficult settings). I ended up with a bastardized system I'm not really liking. Not because it doesn't work, but because it is very tedious to maintain, annoying to mod, and frankly, doesn't fix the underlying issue.

You'll get settings to set at which rate you want events to popup, set how often peons need to sleep/eat/drink.., combat damage % modifiers, select if you want the game to balance good/bad events or not, and so on. I already wrote the file which is about 20-30 settings total. Detailing every single item would be pointless, but the goal is to make the game a heck lot more customizable.

Of course, not everyone want to spend 10 minutes editing arcane difficulty settings, especially newcomers. I mean, you get the idea, I will add easy/medium/hard presets, on top of a custom setting. Selecting "custom" will open a very detailed menu for you to mess with. Additionally, scenarios can and will come with their own difficult settings (that you can still edit if you want to).

Dynamic City Map

With map generation and menu related features out of the way. Let's get to game content proper :)

Right now, the world map is quite boring. Sure, it's kinda dynamic as other factions take over locations and such, but that's pretty much it. Well, no more! I intend to add moving herds of animals that you might want to intercept with an expedition (more on that below) and special local events. Events like bandit camps appearing on the map, threatening your nearby production centers by spawning hostile enemies until you, or another AI faction, takes care of them. Yeah, I know it sounds a bit vague, and for good reasons, as it's a feature-set that will span over both 0.8x and 0.9x development cycles.

I also want both your expeditions (and AI expeditions) to become actual entities which can move around the map and possibly intercept / interact with each other. But, let's me switch to the next subject to explain this further :)

Expedition Overhaul (again)

For those of you who played Frostpunk or the shameless clone from Paradox called "Surviving the Aftermath" (I'm joking, mostly), I'm going to use something quite similar. For those who did not, let me detail my goals more precisely.

So, until now, when doing an expedition, you pick a few of your people, and they go do the expedition, come back, and resume activities. Everything is pretty much automated. No matter how large the base, no matter the tech level, you'd run ONE single expedition at a time. It is very abstract. Sure, it does serve its purpose, but it's quite dull for such a major part of the game. Assuming I'm going to add a bunch of dynamic elements to the map, single fire & forget expeditions just won't cut it anymore.

So, instead, I'm planning to put a new system in place. After you discover the exploration tech, you'll be able to build your first "expedition building" (name pending). You assign a few settlers to this building to serve as the expedition group. When done, they will exit the local map (until they are manually disbanded) and become a "group" you can move freely on the city map. So, instead of setting up a goal and people for a specific mission, you'd just move your group to a location and on arrival, you'd press the button to loot or attack the target.

Let's pick a simple example. In 0.7, to take over a production center, you'd need 1) to send a first combat expedition to clear it up, 2) send another one to claim it. It'd take at least a few days, and in the meantime, you are not able to interact with the map anymore.  With the new system, once the expedition is done clearing the location, they are free to move elsewhere. The liberated location gets a "claim" button so you can send the required workers from your base directly (and independently of the expedition itself).

Additionally, AI factions would proceed in the exact same way.  Attacks against locations wouldn't be instant anymore. They'd send groups, which you can intercept, to attack/secure their targets. Couple that with the optional fog of war mentioned above and things might get quite interesting.

Also, given that expeditions would become proper "agents" on the world map, the next obvious step is to allow the player to have multiple expeditions running at the same time. That can be unlocked through research: Expedition level 1 = 1 group, expedition level 2 = 2 groups, and so on. Also, now that each expedition has it's own building, it opens the road for more customization. For example, you could find/build/repair a vehicle and add it to the building. The vehicle would expand their range, movement speed and cargo space. There's a lot of things that could be added to further customize each group.

Anyway, let's get to what some of you have been waiting since the very first version of the game.

Manual Expedition Combat

So, for the majority of people who aren't aware of my initial promises: one of them was to allow players to micro manage expedition encounters (optionally, because I am fully aware that most people do not want to do more combat than necessary). While on a purely technical level, it's something I can perfectly manage, on a more practical level, it gets quite complicated. I would need a map generator for each and every single location on the world map, and unless you want the game to be delayed for the next 2 decades, it's not a very realistic option.

Heck, modded locations would need a map generator too.  One of the most popular mods adds a ton of new locations to the city. Asking the modder to make a specific map for each and every one of those is not viable. Plus, generally speaking, such maps would rarely be "combat friendly". Of course, I could just use a generic map for the battle, but it's not a very appealing option either.

So, what to do?

It easy enough for me to design specific small "combat oriented" maps. Imagine them as the entrance of your targeted location. A bunch of walls, sandbags, with optional turrets, and specific spawn locations for the hostiles. I can make such maps (and with the community map feature, modders and players alike might be able to) to offer a proper challenge in a controlled environment, something that a default map definitely cannot provide.

Even in this context there are a few issues to go over like ammo management (we'll likely pretend it doesn't need to exist, or use whatever is available in your settlement). Still, all things considered, it seems like a very manageable problem to me.

In practice when your expedition is about to attack a location, you'd be asked if you want manual or automated combat. If you respond "manual", you'd be "teleported" to a combat map which you'll need to clear from hostiles. The"automated" option would run roughly the same formula as before, probably with added tweaks and options.

Of course, it's never going to be XCOM because I'm running a one-man-band budget game not a million dollar franchise. But this way, I can make it interesting while keeping it manageable code and time wise.

Developer's Notes

Of course, those are the main focus. I will continue to do the usual, adding general content, tweaking the UI, fixing issues, and experimenting with small features. I don't expect any major problem while writing this branch, this is code I know I can write. It is going to take some time to get done, tho, and at this point in time, I can't say which of those features will (or will not) be in the initial 0.8.0 release.

That's all for now, thank you for reading and supporting the game!
After the Collapse - Anarkis Gaming
Hi people!

So, this is the last large content update for the 0.7 branch (minor bug fixing patches will still be released as need be). I will be moving toward 0.8 which will focus on procedural generation, the worldmap, and the game outside of the base building part proper.

In any case, this last update both redesign and add tons of content all over an expanded tech tree. I will go over the main changes in this article, but for a complete list, please refer to the changelog at the end of this article.

Recycling and Weaponry Repairs

Modern weapon and armor repairs/building has been completely overhauled. To repair a weapon (or armor) you no longer need 2 damaged ones. Instead you need one + gun or armor parts. Armor parts, like gun parts, can be acquired through looting and trading.



Additionally, a Recycling Bench has been added to the game. It can be used to recycle armors and weapons (damaged or not) into components, which in turn can be used to repair damaged weaponry.

As such, t is slightly easier to produce/repair modern equipement as a damaged G36 can be repaired from parts scavenged from other guns. Depending on how things go, i might tweak rarity and break rate accordingly.

Turret Overhaul

Both the associated tech tree and the turrets themselves have been completely overhauled.

Basic turrets can be researched a bit earlier than before (power + pipe weapons). Those turrets will use artisanal ammo and will need to be fueled by gasoline manually. With electronics and another rank in turrets you'll unlock more modern versions. Those can be connected to your electrical grid, require proper ammo (rifle ammo for rifle turret...), but are more resilient and do a lot more damage. By raiding a military base, you'll find research documents to build another military tier level of turrets which use electricty as ammo.



Additionally, turrets are built from generic "turret parts" (built at tinkering station) instead of having to build specific instances of each. And they have their own menu detailing the turret's HP, ammo and weaponry now.

All in all, turrets can be accessed earlier, but are more difficult to maintain (ammo, fuel). They can make for a decent early game defense (when you go through the pipe weapon branch instead of rushing tech) and it incentivize city map exploration in the late game. The ammo requirement also makes kill zones slightly more difficult to maintain.

Drones

This is still a tad experimental, but all in all it's working well enough to be added.



With advanced electronics, and later, robotics, you can build drones at your tinkering station from gun and turret parts. Drones behave like adoptable creatures. They can be assigned to one of your soldiers, will follow them around, actively hunt hostiles in range, and can be directly controled in combat mode. Menu-wise, they are handled exactly like pets (and might be still be referenced as animals left and right, I will be fixing that soon).

Balance Pass

Many price inconsistencies between items and their components have been fixed. A very low tier bed (wood + plant) has been added, recipes and features have been tweaked to make both the early and the end game more meaty. High caliber rifle ammo has been added as well, it is used by sniper rifles, and 30cal machine guns. As a result, ammo related techs have been slightly tweaked to accomodate for the new ammo type. I also made expeditions travel 2 times faster, because the default speed was definitely too slow.

Illnesses

Simply put, traits can be contagious now. For instance, the bad cough trait can be transmitted through conversations between your settlers and can evolve either in a benign common cold or a slightly more annoying flu.

Shamblers and tribals are infected by the newly introduced Pandemonium virus, succesful attacks from them might transmit the disease to your settlers, which in turn can transmit it during brawls. It is difficult to detect, even manually, and getting a cure (and toxin) will force you to explore nearby hospitals. Of course, this is just an introduction, more 'multi stage' ilnesses an afflictions will be progressively added.

Prisoners



You can now contact the raiders by radio and request prisoner traders. Additionally, if for a reason or another, you "happen" to detain prisoners from another major faction, it's possible to ransom them through the diplomatic screen.

User Interface

I put a lot of effort into standardizing the menus (title formating, item placement...), and making most of them more clear and informative. Same goes with item descriptions, tooltips, help-screens and the tutorial.



The first thing you'll notice is that the build and zone menus have been merged. Having two separate menus for zones and buildings didn't make much sense to begin with, and the recently improved build menu had more than enough room to accomodate the new category. As such the main game menu has been reorganized a bit, nothing major.



The depot menu has been clarified, detailed filter buttons are always visible, categories are color coded, and numbers have been added to represent the amount of items in each category. To access a depot's inventory, simply click on the cargo space gauge at the top.



The crafting menu has been cleaned up as well. Single recipe crafting stations (tanner, water purifiers, well..) got a simplified single screen version of it. The recipe selection sub menu is a tad different than before but functionality wise it's virtually identical.



The world map was slightly improved as well. Points of interest have icons showing if there are enemies and if it's a production center. It's also possible to switch between different filters (normal, map ownership, hostility, loot left).

The list is way too long to go over, but the goal was to make a more consistent UI while updating all tooltips and menu items to "current days".

Modder's Corner

Old turret format is now deprecated and will be phased out in 0.8. CattleAI is deprecated and will be phased out in 0.8. Please update your mods.

Addictions are partly implemented, refer to data/addictions (and alcohol items) for examples. Traits can now morph entities (and morphed entities can be attributed a new faction). Please refer to the sickness_pandemonium_tribal trait for example. Traits can be transmitted through conversation (only for now, I'll be adding more options soon), see sickness_cough for an example. RaceData files contain more details: PetRange (distance vs owner), PetProtectOwner (true/false), PetMourning (true/false), Aggressive (true/false), DirectControl (set if player get direct control of it during combat).

Finally, mods adding/altering languages, sounds and themes can now be added to the game. LUA integration got a facelift with a bunch of fixes and improvements.

Savegame Compatibility

This version should be compatible with saves dating back from 0.7.2 and over. Of course, the more recent the savegame the better, but generally speaking, it should work without too many problems.

One big exception, if you have turrets placed already: they *might* behave incorrectly until they get replaced by the new ones.

Closing Words

So, this was the last large 0.7x update. I still have some non-critical / rare bugs and issues to fix, which I'll go over through small patches, but all things considered I think the game is in a good place to transition to the next branch of development.

Next week, I will publish an article detailing the major features and improvements I'll be working on. Generally speaking, we'll be focusing on map generation, world map interactions and start up scenarios.

Anyway, I hope you'll enjoy this update :)

Full Changelog
  • AI: People will fetch all items they can before delivering them to a crafting station (like with constructions), reducing back and forth a lot.
  • Balance: Recipes to repair damaged armors use the new "armor parts" and 1 instance instead of 2 instances of the same item
  • Balance: Recipes to repair damaged weapons use gun parts and 1 instance instead of 2 instances of the same item
  • Balance: Most turrets require a steady supply of ammo now
  • Balance: Reorganized top part of the tech tree a bit
  • Balance: Doubled scavenging expedition base traveling speed
  • Balance: Ammo making technologies has 3 different tiers: basic (gun/shotgun), rifle (rifle/high caliber) and explosive (rockets/flamer/grenade rounds)
  • Balance: Cows give animal hides when butchered
  • Balance: Fixed "damaged" vs non damaged weapon and armor price and weight inconsistencies
  • Balance: Misc minor changes
  • Content: Added "Research Paper: Military Laser" scavenging only tech (found in military bases). Unlocks high tier weapon turrets.
  • Content: Added new and edited existing turrets
  • Content: Added "Turret parts" item, built at the tinkering station, used as a generic construction item for turrets
  • Content: Added "Armor parts" item, found while recycling damaged/existing high tier armors
  • Content: Added high caliber bullets (+ recipes), which are used with most sniper rifles and high cal machine guns
  • Content: Added recycling bench (under Electronics tech), used to disassemble items into lower tier components (damaged rifle -> gun parts + metal)
  • Content: Added powered ammo stations, can make high grade ammo and no longer need charcoal
  • Content: Added medical lab, requires power, can make serums and other advanced substances the medical station no longer can
  • Content: Added electric water purifier: can automatically converts dirty water from adjacent depots (same tech as electric kitchen)
  • Content: Added cheap tribal bed (mood penalty). Removed mood penalty from sleeping bags
  • Content: Added artisanal mines (pipe weapons tech, for now)
  • Content: You can buy and sell prisoners from/to the new random prisoner trader (random event)
  • Content: Added option in the dialogs with other main factions to ask for a ransom (assuming you have prisoners from the selected faction)
  • Content: Added option to request a prisoner trader when talking with the raiders
  • Content: Added recipes to produce booze in larger quantities
  • Content: New addiction mechanism: some consumable can be addictive, causing people to consume them independantly of settings and giving side effects when not available
  • Content: Beer and vodka are now addictive substances
  • Content: Added small (1x1, low production) and large (2x2 large production) variants to the still
  • Content: Added 'Nuky weed' seed/plant, used to produce slightly addictive consumables used for recreational purposes
  • Content: Added ability to build combat drones from turret and gun parts with the Advanced Electronics technology
  • Content: Added ability to build tesla drones from turret and gun parts with the Robotics technology
  • Content: Combat drones behave like aggressive "pets" for your survivors, and can be controlled directly in combat mode
  • Content: Bad cough is now a contagious trait, it spreads through conversations between npc and can lead to common cold (benign) or flu (slightly annoying)
  • Content: Added Pandemonium virus: transmitted by attacks from infected peoples, shamblers and tribals
  • Content: Added "Research Paper: Pandemonium" scavenging only tech (always found in hospitals). Leads, with Pharmacy, to...
  • Content: Added "Pandemonium Virus" technology: unlocks recipes in the medical station to cure and infect people with the Pandemonium virus.
  • Content: Added "Bones" (generated by butchering cattle): used to make bone statues at the crafting station, can also be used to make bow and crossbow ammo.
  • Content: Added "Bone barricade" to defenses
  • Content: Added farm variant on city map, produces animal food
  • Content: Tamed Scorpion Queen and Spider Queen can now be directly controled during combat mode
  • Content: Pastured/tamed giant spiders can produce poison in addition to silk now
  • Graphic: Updated some sprites. Better looking tanner and crafting station.
  • Graphic: On many crafting stations, the item produced by the currently active recipe is drawn on top
  • Modding: Added "Addiction" files (data/addictions)
  • Modding: Added "Addiction" info to consumables and traits
  • Modding: Traits, like consumables can morph entities (same syntax + added optional MorphSetFaction field to both)
  • Modding: Traits can be contagious (conversation only for now)
  • Modding: Recruit events can be told to give recruits a specific trait (useful for random infected)
  • Modding: A tech can be set as the "tech reward" for exploring a point of interest. The player will automatically get this tech (+ feedback menu) when returning from expedition.
  • Modding: Added "PharmacyData" -> "Filter" field to clutter files, allowing to set a filter for a pharmacy type item
  • Modding: Factories can remove inputs from recipes (like the electric kitchen recycling the basic one's recipes)
  • Modding: Turrets, in the current data format, can optionally request ammo (or keep infinite ones)
  • Modding: In RaceData, added: PetRange (distance vs owner), PetProtectOwner (true/false), PetMourning (true/false, Aggressive (true/false), DirectControl (set if player get direct control of it during combat)
  • Modding: You can make translation mods for the game now (by Alex)
  • Modding: A lot of LUA additions, fixes and improvement (by Alex)
  • Modding: Themes, sounds and sounds can be properly overwritten by the modding engine (by Alex)
  • Modding: Ability to write sprites on the world map (by Alex)
  • UI: Depot menu redesign (click on 'cargo space' bar to access inventory), proper coloring, filter buttons always visible
  • UI: Factory/crafting menu full redesign
  • UI: Single recipe stations (water well, tanner...) get a simplified single menu design
  • UI: The zone building menu has been integrated in the general build menu
  • UI: Standardized menus display/content: power generator, storage, relay, depot, crafting, research menus
  • UI: More useful equipement selection menu (more compact items, show equipment inventory count, proper icons for "unequip" buttons)
  • UI: Reorganized main bottom menu bar and moved filters to the bottom right, next to messages.
  • UI: A bunch of tweaks to the world map: icons over hostile and production type point of interest. more legible expedition. spheres of influence. filters.
  • UI: Added button to world map menu to cycle between different overlays
  • UI: Added proper menu for turrets
  • UI: Standardized recipe and item names (in crafting menus/queues)
  • UI: Standardized colors in game log (npc colored as is: green (you), red (hostile), orange (prisoners), gold (non hostile))
  • UI: Slightly improved factory and recipe selection menus, with more compact lists
  • UI: Pressing "[N]ext unit" to cycle units in combat more will show associated menu
  • UI: Clicking an event in the game log or using the shortcut to go to last event try to open a menu for the event. (new building => menu for building, settler or animal => info panel, ...)
  • UI: Updated main/important tooltips to be more accurate, slightly standardized text
  • UI: Replaced deprecated "Menu: Room" shortcut by "Menu: Faction" to open your faction's menu
  • UI: Added "Menu: Job Priority" shortcut

    . The associated menu is screen centered and draggable now

  • UI: Updated tutorial regarding some of the features.
  • UI: Added addiction info to character screen (below traits)
  • UI: Changed Floors category in build menu to "Floors and ceiling"
  • UI: Improved build menu's right click info panel for most objects
  • UI: A ton of small tweaks and changes to various menus and elements
  • UI: If a mob has a turret, it's displayed in place of the artifact panel and can be clicked to show details about the turret
  • Fixed: Can't butcher tamed spiders, crabs, and scorpions
  • Fixed: After loading a save, expeditions returning home would not remember they were coming back with survivors
  • Fixed: Some transitions from world map to game map could glitch rendering
  • Fixed: Mobs and hostiles could get stuck trying to attack someone who left the map (0.7.6 regression bug)
  • Fixed: Expedition members not automatically unclaiming pets before mission
  • Fixed: Fixed camera positioning issues when loading a savegame
  • Fixed: Cancel job shortcut/button wouldn't cancel roof building orders
  • Fixed: Minor issues with job removals
  • Fixed: Research info tab wasn't scaled to UI like the menu
  • Fixed: Generator menu wasn't identifying self powered items (gen power = consumption && gen range = 0) as such
  • Fixed: Animals who got old while pregnant would never give birth
  • Fixed: Issue with non firing turrets
  • Fixed: "Build power generator (charcoal)" recipe was using Forging skill instead of Tinkering
  • Fixed: "Research completed" and event sound effects were always played at full volume
  • Fixed: "Select All" shortcut/button when game is paused in combat mode would select animals as well
  • Fixed: Pressing escape on the city map would incorrectly pause/unpause the game
  • Fixed: Possible issue where a settler could get stuck after a brawl
  • Fixed: Corrected a ton of typos, bad translations, outdated info...
...