Version 0.4.7 Released!


Update 0.4.7: Summary

At the risk of sounding like a broken record now, this version is technically what should have been released on day one (to be fair, it was only a month ago). The full changelog is, as usual, pretty long, so here are the main points:

  • Individual factories / stations can now be prioritized
  • Fixed the weapon/armor duplication/loss issues.
  • Doors block the path of enemy units (they'll try to destroy them, tho)
  • Increased the HP of walls, static defenses and doors (quite massively)
  • Major logic issue preventing settlers to supply factories if storage zones are full
  • Massively extended how much stuff can be modded via Lua (Alex)

So, gameplay wise, the big elephant in the room is the "doors working as intended" feature. The whole thing ain't perfect yet, but it's a major step in the right direction. Assuming you've totally walled off your base with only the occasional doors: enemies won't be able to enter the base, and they will look mighty confused for a while, until some of them "locate" the door and start shooting/bashing at it until it breaks. Having a complex entrance with multiple set of doors will tremendously slow down invaders but won't prevent them for entering the base if left unchecked.

The behavior is still a bit unrefined, but it mostly works and make things much more manageable during sieges. I had no idea that at one point in my life I could write 2 paragraphs about doors in relation to any of my games, but here we are :)

Changelog

Additions

  • Ability to prioritize individual factories
  • Hostile factions can't go through doors anymore, but can still shoot at them
  • Reduced user interface's CPU consumption
  • Background for main & death menus 
  • Lootable 30 cal machine gun (only via expeditions) + added proper individual icon for it
  • Unique sfx for walls getting razed/destroyed
  • Blue tint to the night and very slightly darkened days so lightsources are (barely) visible in daylight
  • Animated bushes

Changes

  • Increased health (x1.5 to x2) of walls, barbed wire and sandbags
  • Increased health of wooden and metal doors
  • Increased size of dropdown in new game's equip screen
  • When the zone screen is open, click selection will only target zones/rooms (to make easier to select small zones)
  • Minor UI tweaks

Modding

  • Lua support for techs & trait management (Alex)
  • Lua support for modifying items, weapons, armors, etc (Alex)
  • Lua support for bullets, zones, animations, factions, money, etc (Alex)
  • Added a bunch of additional Lua commands, see this page  (Alex)
  • Weapons, armors and headgear can now apply traits when equipped (see: "weapon/30calmg" as an example)
  • Clutter can now use animations instead of static sprites (see: "clutter/pcg_bush" as an example)

Fixed

  • Major issue with duplication of weapons & armors across savegames
  • Major logic issue preventing settlers to supply factories if storage zones are full (or can't contain the item)
  • Saving while a specific wall is marked for removal could mark all walls of the same type for removal on load
  • Renaming a savefile (outside of the game) could lead to a crash
  • Purified water in the default starting equipment preset incorrectly labelled as food, accidentally duplicating it
  • Loaded ammo can get lost (or be manipulated) when changing weapon
  • It was possible to trigger an error by trying to open the save/load menu while a save is in the middle of being processed
  • Music not reseting properly when switching back to main menu
  • When losing or restarting by night, the death/main screens were darkened
  • Job spam issue with farms (performance improvement)
  • People not opening/closing doors properly
  • Typos in help messages

Files

after-the-collapse-win-64.zip 590 MB
Version 0.4.7 Nov 11, 2018

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