0.8.2 Hotpatch 4
After the Collapse » Devlog
This is a cumulative update for 0.8.2 containing the last 4 hot-patches.
Notes
This version is compatible with save-games (and all known mods ) from 0.8.2.0
Full changelog
- Balance: Given all animals a very slow (only outside combat) health regen ability to compensate for the fact they can't heal on their own otherwise
- Balance: Raids with giant crabs should have more "normal" ones and less "sand/fireball" ones.
- Change: It is no longer possible for agents to path through diagonally-adjacent walls/obstacles
- Change: Animals queued for butchering will no longer reproduce/give birth (to make population control less of a hassle)
- Change: Single recipe factories, like wells and water purifiers, are no longer in that weird paused state once built
- Content: Weather patterns depend on the biome you spawn in (swamps get more rain and coldwaves, arid less rain and more heatwaves, scorched is hellish)
- Content: Scorched biome: acid rain replaced by blood rain (local mobs are generally immune to its effects) and the water there is now red.
- Engine: Slightly improved overall performances on large maps
- Engine: Switching to/from the world map is now near immediate instead of freezing the game for a good second
- Engine: Better overall performances in maps with a lot of hostile mobs
- Graphics: Forges and Weapon Forges graphically show what's being built (like most of other factories)
- Graphics: Both dark and bright night settings are a bit less dark
- Modding: Some mapgen/terrains files have a new "WeatherPatterns" field (see arid.json or humid.json)
- Modding: Weather pattern files have a "CanUseInProcGen" true/false setting, if set to false, this pattern will only show up if it's included in the terrain's data
- Modding: Added "CanSocial" true/false to npc files (to enable/disable relation tab/funcs on relevant npc types)
- UI: Updated some of the tutorial and game-tip messages with more accurate/useful information
- UI: Right clicking zones in the build menu will display a detailed info menu like it does for other objects
- UI: Added "Zones" category to the encyclopedia
- UI: Most of the build mode keyboard shortcuts are now working in combat mode (building, razing, cancelling and most menus)
- UI: Zone placement (walls, rooms, floor..) should be more responsive
- UI: Added keyboard shortcut to go back to the surface (home key by default)
- UI: Added keyboard shortcuts (top 1-9 keys by default) to directly send you to the associated underground layer (if it exists)
- UI: Messages like "going to {coordinate}" are formated in a more legible and compact way
- Fixed: Messages about brawls would incorrectly indicate that all brawls are from your survivors (even if it's between hostile people in a bunker)
- Fixed: The biome dropdown in custom game / underground menu was clipped incorrectly
- Fixed: Basements could spawn on the surface in some scenarios
- Fixed: Frenglish "recolt" changed to "harvest", and corrected other outdated information in the tutorial
- Fixed: On rare/specific occasions, agents could end up on the wrong side of a wall (after loading a save, especially), this *should* be fixed
- Fixed: Animals, zombies and robots spawning with the "social" module, unnecessarily consuming CPU cycles (not many, but hey)
- Fixed: Zombies weren't immune to the heavy version of acid rains.
- Fixed: In some underground scenarios, "surface events" (new recruits, traders...) could still happen before the player breaches the surface
- Fixed: Lasso selection being shown during zone placement (which was confusing as zone placement is not a lasso selection)
- Fixed: Reported crash after switching resolution to/from fullscreen (possibly, couldn't reproduce)
- Fixed: Right clicks on 2x2 tiles (or larger) objects to issue an attack order would only work if clicking on the top-left corner of said objects
- Fixed: The selection/highlighting of large objects is now working properly, it's no longer required to click near their top-left corner
- Fixed: During expeditions, people who are already dead could still get damaged, receive wounds, etc. causing misleading messages in the log
- Fixed: Settlers with the "soldier" job would never get the intended armor on spawn
- Fixed: Potential multithreading related crash (due to the way some of the debug information was logged in the background)
- Fixed: If an autosave is done at the very end of an expedition (recruit/result panels), it could prevent the settlers from respawning properly when loading said savegame later on
- Fixed: Weird behavior in crafting stations, causing the "Add Job" button to edit the first job entry as well
- Fixed: In the trade menu, you could go over what's actually in store by using the mouse-wheel to set the value
- Fixed: Typo in "hospital bed" description
- Fixed: The "Live egg container"'s description was incorrectly stating that eggs decay over time (they don't)
- Fixed: Trying to access the world [M]ap during the tutorial -> crash. The option is disabled now.
Files
after-the-collapse-win-64.zip 600 MB
Version 0.8.2.4 May 01, 2021
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After the Collapse
A massive post-apocalyptic base building game with adventure and 4X elements.
Status | In development |
Author | Anarkis Gaming |
Genre | Simulation, Strategy |
Tags | 2D, City Builder, DRM Free, Post-apocalyptic, Top-Down |
Languages | English, French |
Accessibility | Subtitles, Configurable controls, Interactive tutorial |
More posts
- 1.2.0 Rebirth UpdateDec 07, 2023
- After The Collapse 1.0.0.2Sep 15, 2022
- After The Collapse 1.0Sep 09, 2022
- 0.8.7 Rise of the Mutants (Halloween Update)Oct 27, 2021
- 0.8.5.3 Misc Fixes & ImprovementsAug 30, 2021
- 0.8.5 A New Frontier UpdateAug 10, 2021
- Expedition Overhaul Part One [v0.8.3.1]Jun 18, 2021
- 0.8.2 Dig Deeper UpdateApr 08, 2021
- 0.7.6 Cannibal Prison UpdateAug 20, 2020
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