Settlement Survival has been updated to version 1.1! This update includes a lot of new content, improvements, and fixes.
Compatibility FAQ:
Some mods from version 1.0 may not work in version 1.1. If you encounter any problems, try disabling mods before starting the game.
If you wish to continue playing version 1.0, please enable the “version-1.0” beta branch. To do this, right-click Settlement Survival in your Steam library, select “Properties”, choose “Betas”, and then select the corresponding version from the dropdown menu.
And here are details about this update:
Catastrophes: A new disaster mechanics
🌊 Disasters triggered by extreme weathers:
Typhoon: Will trigger lightning strikes, and trees will be brought down. Added lightning strike effect.
Tornado: Will destroy trees and buildings along the way.
Flooding: The duration of floods last longer. Some buildings will be flooded, rendering them nonfunctional and causing drowning. Added a new building: Detention Basin. It can reduce the duration of floods.
Drought: Causing ships to strand, and affect the output of buildings that use water power.
Snowstorm: The temperature will drop continuously, reducing citizens' work efficiency.
Sandstorm: Replaced the old sandstorm effect with a new one. Will cause caravans to get lost and lead to Tracheitis.
Ice Storm: Causes rivers and roads to freeze, obstructing the passage of ships and leading to slip-and-fall accidents. Added the effect of rivers freezing.
Fire: Causes buildings to catch fire and will spread everywhere.
⚡ Adjustments made to the old disaster mechanics:
Earthquake: Chances of destroying houses and causing collapse accident, with more advanced houses having a lower probability. Part of supplies stored in Warehouses, Small Warehouses, and Storage Yards will be damaged Shockproof floor can protect houses not being destroyed by the earthquake, more advanced materials can resist higher level earthquakes. Added the effect of floors being destroyed in the earthquake. Reinforced houses can prevent losses caused by earthquakes; for example, houses will not collapse. The floor or shockproof floor of houses that have been reinforced will not be destroyed by earthquakes.
Plague: Citizens will be infected with plagues, and the plague will break out more strongly when the population is dense.
Animal Plague Animals will be infected with plagues and it's contagious to Herdsman. Improved the mechanics of Animal Plagues. Animals kept in multiple pastures will not be wiped out entirely.
Calamities: Combat Mode
Choose "Combat Mode" when starting a new game.
Add the option of "Invasion Interval" under "Difficulty" when starting a new game (only available in the Combat Mode).
🐯 Beast Crisis:
Added new beast model: fierce tiger and mega bear.
Clicking on beasts allows you to check beasts’ attribute.
Beasts will come to your town for food, potentially causing damage to buildings and loss of life.
Beast can come from all directions, and you can check their specific location by pressing M key.
Beasts have different levels, attributes, and slightly different AI behaviors.
🏴☠️ Bandits Invasion:
Bandit camps may randomly appear at the edges of the map.
Bandit camps have levels and combat attributes, and they will automatically attack any unit that comes near their camps.
Bandit camps gradually upgrade over time, increasing their attributes and strength.
Bandit camps will send bandits to invade your town.
Bandits will destroy your buidlings, kill citizens and soldiers, and steal your Silver Coins.
After stealing Silver Coins, a coin icon will appear above the bandit group, indicating that killing the bandits will return the stolen Silver Coins.
Bandit camps can be attacked, and once a bandit camp is defeated, the stolen Silver Coins will be returned to you.
Bandit Camps consumes Silver Coins.
When a bandit camp upgrades to level 10 or 20, the bandit group levels will also upgrade, and the camp will move to a new location.
⚔️ Military Facilities:
💛Arrow Tower/Watchtower💛:
You need to arrange watchman to work in Arrow Towers.
When a watchman is on duty in the Arrow Tower, they can attack enemies within the building's range.
When a watchman is resting or temporarily away from the Arrow Tower, the tower cannot attack enemies.
Keeping an Arrow Tower functional requires a monthly maintenance fee: 25 per person. Payment will not be needed after disabling the building
Arrow Towers have attributes of attack, defense, and health. And the attributes can not be enhanced by supplies.
🤍Barrack🤍:
Barracks can convert citizens at the suitable age into reservists.
Barracks will recruit laborers and train them into reservists until the set number is reached.
Players can freely set the number of reservists.
Training citizens into reservists requires a fee: 200 per person.
Reservists are not formal military units and cannot participate in combat.
Reservists cannot be controlled by players.
Training each reservist takes a considerable amount of time.
💝Spear Camp & Elite Spear Camp💝:
Reservists can be gathered in the army camp to form squads (the process is relatively quick).
Forming squads requires a one-time consumption of specified materials.
Forming squads needs at least 8 reservists.
Continuous consumption of Military Supplies or Quality Military Supplies can provide health bonuses to all soldiers.
❤️Shield Camp & Elite Shield Camp❤️:
Reservists can be gathered in the army camp to form squads (this process will be relatively quick).
Forming squads requires a one-time consumption of specific materials.
Forming squads needs at least 8 reservists.
Continuous consumption of Military Supplies or Quality Military Supplies can provide defense bonuses to all soldiers.
💔Archery Camp & Elite Archery Camp💔:
Reservists can be gathered in the army camp to form squads (this process will be relatively quick).
Forming squads requires a one-time consumption of specific materials.
Forming squads needs at least 8 reservists.
Continuous consumption of Military Supplies or Quality Military Supplies can provide attack bonuses to all soldiers.
💚Squads💚:
Soldiers can be equipped with weapons to enhance their combat attributes.
Soldiers will automatically attack enemies and enemy buildings within the range.
Left-click on the icon to start selecting squads. Clicking on any soldier’s avatar allows you to check their attributes.
After selecting a squad, you can left-clicking on the ground moves it.
Pressing F4 key allows you to select multiple squads.
The number of currently owned squad type is displayed in the lower right corner of the interface; clicking on it allows you to quickly select the corresponding type of squad.
Spearman: High attack, low defense; suitable for melee.
Shieldman: Low attack, high defense; suitable for melee.
Archer: low attack, low defense, long attack range.
Clicking "Disband" button returns soldiers to being citizens.
Other Update Content
⚖️ Balance: Trade Adjustments:
The procurement function of the trading post has increased the upper limit of commodity inventory.
Increased the purchase prices of non-trade goods at the Trading Post without affecting their selling prices.
Balanced the fluctuation effect of commodity prices at the Trading Post.
Set a limit on the number of items in the Trading Post. Once items in the Trading Post are sold out, players need to wait for restock.
Significantly reduced the round-trip time of land caravans(approximately 50%) .
To balance the round-trip time, reduced the carry weight of Large Trading Posts and Grand Bazaar from 3000 to 2400
To balance round-trip time, reduced the bonuses of the Travel Light technology from 30% to 15%
To balance the round-trip time, the bonuses of Overloader technology have been reduced.
To balance the round-trip time, the bonuses of High-speed technology have been reduced.
To balance the round-trip time, the bonuses of Busy Trading technology have been reduced.
📑 Feature Adjustments:
Added an option: Automatically slow down when bandits or wild beasts invade.
Shelters will not recall Watchmen or soldiers.
Removed the administrator Abbott: temperature+10℉.
Reinforcement upgrade added to Storage Center.
Reduced durability of Siheyuan: 1200 → 600.
Reduced durability of the Luxury House: 800 → 600.
Increased durability of the Small Warehouse: 100 → 150.
Great Harvest event added the effect of increasing orchard output by 30%.
Disaster options are modified to two options: enable and disable.
Temperature preset options modified to include temperature and wind force presets, adjusting their range of change.
Simplified the required construction materials for the Marquee.
Reduced the health bonus of Hardwood Tool from 25 to 20.
Reduced the Health bonus of Sturdy Hardwood Tool from 35 to 30.
Adjusted the remodeling slots of Luxury Houses and Luxury Apartments from 2 to 3.
The duration of the traveling merchant event has been extended: 90→120.
Adjusted the value of Bunny Ears: 8→24.
Adjusted the value of Christmas Hat: 24→32.
Moved the display of game version number from bottom right corner to the top right corner.
👾 Newly added diseases:
Tracheitis: Workers in ore-processing and construction are likely to contract it.
Avian influenza, Foot-and-Mouth Disease: Citizens work in pastures will contract these during an animal epidemic, and they are contagious.
Burns: Citizens are likely to get burned while firefighting, and burned citizens cannot participate in firefighting.
🌐 Newly added technologies:
Mining - Quality Military Supplies: Unlocks the Quality Military Supply recipe and the Steel Weapon recipe.
Construction - Barracks: Unlocks the Barrack and the Spear Camp.
Construction - Shield Camp: Unlocks the Shield Camp and Military Supplies.
Construction - Watchtower: Unlocks the Watchtower and the Archery Camp.
Construction - Iron Weapons: Unlocks the Elite Spear Camp and the Iron Weapon recipe.
Construction – Elite Army Camp: Unlocks the Elite Shield Camp and the Elite Archery Camp.
👑 Newly added policies:
Firefighting Policy: Changing the policy can change the firefighting method.
Evacuation Policy: Decides whether citizens proactively go to shelters during disasters.
Ranch Policy: Livestock will be transferred automatically.
🛠 Bug Fixes:
Fixed the problem where the mod project could not be used.
Fixed the problem where saves cannot load due to an abnormal road display.
Fixed some text errors.
Fixed the problem that the Edict Agricultural Experience would trigger other Edicts taking effect repeatedly, causing the game to freeze (the problem can be solved by cancelling the other Edicts and re-checking them next month, or rebuilding the affected buildings).
Fixed the wrongly displayed number in the Pature - Choose Product panel.
Fixed the problem that the administrator-select panel would not automatically show up when the population reached 450.
We’ve just released a new update, fixing some issues that may have impacted your gameplay experience. You can find detailed update information in the patch notes below. Plus, we will have a 15-day discount, offering 20% OFF from June 27 to July 12.
06-21 Patch Note
[Optimizations] 1.Optimized the moving range of the mouse cursor in windowed mode. By holding Alt button on the keyboard, you can release the mouse cursor form the game window during battles.
[Fixes] 1.Fixed an issue that the game may not start correctly when using multiple monitors. 2.Fixed a problem where Gene Enhancement page may not be properly displayed in the 4th playthrough.
Bug where killing enemies in the "pre-battle" phase would not end the battle Additions:
"Wandering Merchant" can be refreshed by spending currency: 9 Manuscripts, 3 Rings, 1200 Gold "Hero Station" can be refreshed by spending currency: 4 Keys, 4 Rings, 4 Manuscripts "General Store" can be refreshed by spending currency: 3 Keys, 4 Rings, 800 Gold
Fixed your character having tits if you pick male and furry species at the start Fixed crash bug that could happen whenever projectiles get destroyed Fixed crash bug when uploading mods Fixed "bug" were lots of stuff was not drawing (This "bug" was caused because i disabled drawing of stuff to get screenshots for the steam community items the fix was uncommenting the line i disabled)
Hopefully fixed "Out of range" stray bugs (These bugs are honestly some GML internal thing that changed for some reason doing a "++" operation on an array index causes crashes on the version of gamemaker the game is compiled on, the fix is doing "+=1" instead (hopefully))
Due to issues with steam and banks the game is now being published by Shady Corner (18+) (does 18+ have to be disclosed at all when the game is already 18+ ?)
Anyways from the end user perspective all this changes is that there is now a logo on the credits screen
Sometimes a network connection fails with Geo-blocking. I have just implemented a feature to avoid this. If it doesn't work, try using a VPN or proxy service
Week 133 features three new Styx Operations playable in Open World mode that have been converted over from Missions. This completes our Styx section of this work, and we’re now moving on to Olympus map which has several Missions suitable for conversion.
We’ve also got an update on the next map addition, Prometheus Part II. This will be a hardcore expansion of the map including new missions, quests and creatures.
Finally, we’ve got some news on next week's update, with a special New Zealand flair to it.
Jump in and have a read.
This Week: New Styx Operations
This week we’re introducing three new Styx Operations that have been converted over from Missions.
These are RENDEZVOUS: Delivery, ABYSS: Research and REMNANT: Extraction.
This is part of an ongoing process to convert all applicable Missions over to Operations that you can play in Open World mode, and this completes the set of Styx Missions. The only outstanding Styx Missions are exploration ones, which were designed to give an open-world-like experience before that game mode existed. These will be left as available Missions but not brought over to Operations.
We’re now working on the remaining Olympus Missions, of which there is a substantial number suitable for conversion. This will be a much longer process but we will keep you updated as we work through these, and release them in batches as we complete them.
This Week: Special Upgrade Branch for In-Progress Missions
Some in-progress missions on both Styx and Olympus will be affected by the conversion process of some missions to operations. To combat this, we have provided a branch on Steam that will keep the current build on before this week's patch so you can complete your missions before switching over to the updated version.
For the full details and a list of affected missions, and instructions on how to access this branch, please check the link below:
Back at the launch of New Frontiers, some of you may remember us talking about expanding the Prometheus map even further. We have been actively working on developing out the southern area of the map with new story quests, new modified creatures and new expanses to explore.
This will be an extremely hardcore area of the map with very limited resources, intense weather patterns and volatile volcanic and blizzard biomes. This will be for the players who want to push themselves to survive with all the cards stacked against them.
Next Week: Kiwi & Kiwifruit
Next week is a special week here in New Zealand, as on Friday we celebrate Matariki.
Matariki is the Māori new year, symbolized by the appearance of the Matariki constellation of stars in the sky. According to Māori tradition, the god of the wind, Tāwhirimātea, was so angry when his siblings separated their parents, Ranginui the sky father, and Papatūānuku the earth mother, that he tore out his eyes and threw them into the heavens.
To celebrate this, we’ll be doing a New Zealand-themed update that includes the new ‘Kiwi’ that will spawn on Olympus and Styx, the new Kiwifruit seed you can purchase from the orbital workshop and a special Matariki mission DLC that will be granted to all players who own Styx.
Cryogenic: Research (Oly_Omni_research_2) - Changes the string 'matching' to 'machining' in quest DT. Destroyed spawn locations on mission complete. Reduced lifespan of crates after mission complete
Remnant: Extraction (Styx_E_Extraction) - Fixed completing a scan and then going back to menu, when you come back the mission isn't complete anymore. Fixed on reset map icons coming back
Removed Return to Dropship in Station to Station: Extended Survey
Adjusted some mission objectives to include crafting location
Fixing Common Quest Collect Equipment Text so its more readable
Fixing Radar & Faction Mission Laser Interaction Collision, so you can more reliably interact with it when required
Cryogenic Research (Oly_Omni_Research_2) - Fixed issue where you had to be standing right next to the ice wall for the travel mission to complete. Increased size of this missions travel_large child sphere collider by 50% for the formation travel mission
[/expand]
Fixed [expand type=details]
Fixed a typo and corrected a few instances of Pneumonia to Cave Sickness
Fixed typo in workshop stone
Update modifier duration to show in minutes if over 2 minutes
Update bed buff duration tooltip to show in minutes
Added the ability to feed tamed creatures many more foods by hand
Prevented non-animal feed from giving buffs to tamed creatures
Minor item description whitespace change
Add translatable text to food bowl whitelist UI and bag Inventory
Updated meshes and LODs for Exposed wall and ceiling lights
Removed the 'drop' button in loadout screen in hab
Removed 'Disable context menu' button for orbital exchange so you can delete/drop items
Temporarily re-enabled the 'disable context menu' bool as the 'destroy' button doesn't currently save from the orbital exchange.
Added logic in place when orbital exchange context menu is active to only allow destroy and repair
Fixed corner stairs icon assignment
Added sheep carcass icon
Adjusted meshes to eliminate clipping with Interior Wood Half Pitch Angled wall pieces
Added stone and interior wood corner stair descriptions
Fix Typo in 'It is recommended that new players start on Olympus'
Fixed Refined Wood half stairs destructible mesh
Fixed flammability settings of wood half pieces, half pitches and some deployables to be flammable
Removed duplicate dirt corner ramp asset
Tested and fixed multiple issues for both Clay and Stone Brick Tiers, including setting proper Material Overrides, as well as assigning correct/missing textures for a number of destructible meshes
Improved Session Browser UI. Fixed offsets/spacing and show open world session name in session browser
Increased turret max pitch to 50
Fixed CHAC Pistol being unable to be repaired at the repair bench
Increase non-basic pistol round damage to match base pistol round increase
Fixed incorrect Bestiary reward for Antelope damage resistance
Fixed compass icons for search areas and the highlight that were broken for the new component search areas
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Future Content [expand type=details]
Added BPs, setup and recipes for new railing gates (dev locked)
Added New Building Piece Icons
Updated BLD_Railing Gate destructibles for all
Added railing gate animations and blueprint updates
Added BLD_Railing_Brick_Gate with animations
Added updates and new animations for Railing gates as well as new BLD Railing Brick Gate with animations
Commit D_Buildable
Added stone brick building tier implementation
Add ice frame pillar to pillars dev test blueprint
Add Ice building pieces for roof peak connectors and caps to dev testing blueprint
Hooked up new Scoria Building Pieces to Building Pieces data table and Itemable Icons onto Itemable datatable
Hooked up new Ice Building Piece icons to data table
Added more Building Piece Icons
Added stone CornerStairs BP / setup
Added APEX DM meshes for BLD_Stairs_Corner_Stone
Added APEX DM meshes for BLD_Stairs_Corner_Wood_INT, including BPs
Added first pass of textures and materials for Stone Brick building tier skin
Added New Building piece icons for Ice, Scoria and Stone Advanced Beams, Curved Walls, Diagonal Curved Walls, Curved Roof Angles Sets.
Hooked up some of the stone icons into the building pieces data table
Fix material slot assignment on new railing gate destructible meshes
Added missing Ice Building Piece icons and corner stairs icons to building pieces data table
Added New Railing Gate Icons and hooked up to itemable data table
Added Stone Brick building tier recipes
Added Concrete Railing Gate Icon
Adding audio and events for all gates open and close
Adjusted destructible material overrides for BLD_Stairs_Corner_Stone_R
Hooked up Ashlands and Icesheet audio logs to mission steps
Removed DNT from Ashlands and Icesheet quest steps
Fixing Settings for Tau map Icon
Adding New Map Icons for the Greek Alphabet
Adding new Kiwi Map Icon
Adding initial Steps in Kiwi Repopulation Mission
Added remaining textures and materials for Stone Brick Building tier
Setting up Deployable Kiwi Nest for Mission
Setting up Kiwifruit, Kiwifruit Seeds, Kiwifruit Shop Pack and growth states
Added kiwi nest and destroyed variant art assets to the project
Progress on the Kiwi Quest, Sub Objective 1 is complete (Clear Area / Boss / Release Kiwis Into Wild)
Progress on Kiwi Quest, Sub Objective 2 is 1/2 Done (Dens / Craft / Placement)
Progress on Kiwi Quest, Optional Objective 3 is Done (Predators & Rewards)
Finished Setup of Kiwi Nests for Deployment & Setup up Forest Wolf Den and Spawner
Adding mission recipes for Kiwi related items and added feature levels where appropriate
Adjusted Kiwi Carcass Loot
Adjusted Kiwi Nest Recipe to include dirt as an ingredient
Matariki Quest is now fully playable, with quest markers placed in level
Setting up DLC Lock for Matariki Quest
Setting up Kiwi Trophy Item, Icon, Deployable, Mesh etc
Adding new Matariki Mission art and description
Fixed many Matariki mission issues to do with Moa and Wolf Spawning
Setup up new Wolf Spawning Den which can be destroyed