• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Surviving the Aftermath - Dev Diary - Free Update #2

DYuvX32RMd3dNcR_L8TM7Px-O3iDUo8GXEbJ8EbzbN-mNaBfLshOf8qNrZrmxv_bXaZoQWVDN59Hw0m-HoPuA7yTtBF6frX-Gt-sLFX69Gjbj6yTj82jDXSVkfs8VaqQvnTsFSxj


Happy Year of the Tiger, survivors!

We’re continuing our free 2022 updates with a celebration of the Lunar New Year. This includes new cosmetic buildings along with a new system, which allows you to change how your colony looks like in a flash! It’s not all tigers and fireworks, though, as we’re including quality-of-life improvements to colony combat, how people choose where they live and more.

a7Lblp5Xkbb2b8VxopnplahHK62U1yJyevhqBMTmyNqdrEf0rU6jhztLcs0LCsgR8UzyjGMoFLYiyk60N7qzO-8GsSXvil_4Gml-wKVK3nBDhlvC18mNirzOUG8SoUyhBMscr_Eq

Buildings with and without Lunar New Year pack enabled

The Lunar New Year content pack includes a banner stand to display your colony flag (also available as a non-themed version), a tiger flag symbol, a red Double Lantern, a mighty Scrap Tiger statue and a cute Waving Cat statue for you to build. Regular torches and lamps are replaced with Lunar-themed versions for the duration of the event. You might also spot some of the colonists wearing festive hats. And last but not least, the Fireworks Launcher allows you to light up the sky in red and gold to kick off the celebrations! You can unlock all the new decorative buildings in two parts by completing colony milestones for prestige. We’d very much like to see how your colonies are transformed, so maybe post a screenshot here?

Lunar decorations can be toggled on or off at any time from the main menu banner, or from Settings -> General. The event ends at the end of February, but you can restore the Lunar theme via the Settings menu after that date. Please note that you must enable or disable the content pack BEFORE loading a saved game or starting a new one.

670e31DNsgBLFtcpApH8D1H1uTcCP4aDLKxGCLCPfKbShmF0T_0fX4Gj1CxP0ePQYODETUc7pl79DWVaPD9LtLS5dPbUNymEuv5mYOiMf_cg89dBXhsYS8g_O3vPdT-WoFT8zsJk

New unit highlights in combat

In addition to the more cosmetic aspects of the game, we’ve added several quality-of-life improvements for colony combat. All units that are engaged in combat have color-coded outlines, so you can spot bandits running and rat beetles scurrying around much easier. Guard and specialist hitboxes have also been enlarged to help you select and order them around better. Colonists will now flee from combat by default to save themselves and will retaliate only as a last resort. They will no longer attempt to defeat a sandworm in hand-to-hand combat. Be sure to have guards and specialists around to deal with hostiles, as you’ll be relying on them more than before. Colony alarm happiness penalty has also been drastically reduced so you can call people to safety and increase guard aggression range without a major hit to morale.

6V5y8aH915ve4sQt0Tfjv1yLiHdUU7rdeCStjqF2jbeuvQQ3iSxUV0JOhCJYCc_ZXpTGM7FdACwT6UvcU-vtcgEZzF3R48lb8lxCNXlQ5DXhosMITOk4i53Lo2PZGuXTWua62qsU

Isolated working area

On more peaceful news, colonists will now attempt to automatically move close to their place of work if there’s capacity available, but will never kick current tenants out. When you load up a large colony for the first time, this process might take awhile. This aims to allow players to create specialized production areas further away from the main colony and speed up production.

Other notable changes include storage, which now dump out all resources marked as “blocked”. Previously this only prevented bringing in new items of that type. Incorrect processing cycles in scavenge buildings such as Scrapper and Lumber Yard have been fixed, and workers will now refine the collected resources inside the building before handing them out. Since this increases the total processing times, production output quantities have been slightly increased in several buildings. And as a small but significant change, both transformers’ area of effect has been increased.

Hope you’ll have an awesome Year of the Tiger. Post a screenshot of your Lunar Year themed colony on this thread to celebrate together and stay safe out there! And as a final teaser, the next update will have a new game mode to look forward to!

OHBGJqxyNW6zeUjydQTmvRnqOjhjTSY_CEYl1ly0QMCjFAqQCK1hMFP6FWPZEYHvz_DbaamT48kUe09kaEG7gSaU_Z4jX_-HqNZaS01QOxe5XlAhmwhTIQHQbW41BDxHnXnTL1Eh

Fireworks over the colony
 
  • 13Like
  • 4Love
  • 1
Reactions:
Us console owners are still waiting for the content from the first free update. Any update on when this stuff will roll out for us?
 
  • 1Like
Reactions:
I just finished the 100% difficulty and now started the new challenge that allows 200% difficulty which is such a challenge. Great news colonist will flee as the specialist can handle that work and don't want to hear the voice "colonist died" she has a subtle way of sounding angry that it happened. That's fantastic news now I can adjust living structures to suit places of work makes my planning easier.
 
When the update on xbox one ?

The tech tree is still very slow on xbox one s. It's unjouable. The game is starting to become fluid, I send you lots of courage to finalize this fluidity perfectly.
 
Issues since my last playthrough:
350 colonist cap
Lightning rods only take 1 hit and gets destroyed

On topic, I really like the updates, these are major ones, specially the combat one, I'm one of those who would load a save rather than lose a colonist because it wanted to fist fight a boar, so this is huge for me.

Anyone thought about that Party system I suggested for specialists?
Specialists could for a party with 2 to 4 colonists, so instead one wouldn't be fighting alone a party of bandits on the world map.
 
  • 1Like
Reactions:
Switch just got an update.
Can we confirm it was this it was updated with or a patch of some kind.

Added: it is indeed this content, just saw the in-game patch notes. Thank you guys
 
Last edited:
Heya! We are looking into the crops and their invisibility - there seems to be something very odd happening there with them, and we have not yet been able to figure out the cause despite investigating!

As for the Tech Tree taking a long time to load - this is also something we are aware of and are working on improving!
 
Heya! We are looking into the crops and their invisibility - there seems to be something very odd happening there with them, and we have not yet been able to figure out the cause despite investigating!

As for the Tech Tree taking a long time to load - this is also something we are aware of and are working on improving!
Thank you for your response
Good luck