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DavyDavy

Community Developer
Paradox Staff
Sep 25, 2019
67
50
Hello, Survivors!

We have another new update for Surviving the Aftermath! Update 4: Great Minds focuses on a new and enhanced tech tree, society leaders and several gameplay and balancing improvements. As always, thank you and all your great minds for your feedback, and keep it coming!


Enjoy!

General
  • Completely new Tech tree with new techs and tech types!
    • 79 techs to unlock In total.
    • Inside each main line there are alternative routes and optional sub-branches.
    • Techs now unlock buildings and as a new feature, other improvements as well.
    • Unlocking tech now also requires time in addition to science points.
  • [Community request] Specialists and Vehicles can now be automatically sent back to the colony.
  • Hovering over resources in Storage buildings will now show a tooltip with the name of the resource.
  • Updates to Twitch integration settings.
  • Survivor group icon at the gate will no longer disappear during save & load.
  • Improvements to command handling in the World Map.
  • Hovering over multiple overlapping objects in the colony now works in a more intuitive way.
  • Water quality setting is now correctly selected with the running GPU type.
  • Time of day and speed controls now have tooltips.
  • Multiple localization issues fixed.
  • Zoom In and Zoom Out keybindings reversed for correct behavior.
  • Status of persons clothes and tools are now shown as color bars in the person’s info panel.
  • Xbox: Mouse cursor is no longer visible in the Main Menu when launching the game.
Gameplay
  • Societies now have Leaders and they can be interacted with! This will be improved in the future with new mechanics to interact with societies, improved trading etc.
    • Selecting a society in the world map opens a society menu where the leader greets the player in different ways based on the reputation level.
  • [Community request] World map movement lines now show how many days each movement action will take to complete.
  • Fixes to the Vehicle repair system:
    • More assigned Specialists means faster repairs.
    • Vehicles take damage while traveling on the World Map.
    • Fuel resource is used to repair the damage.
    • Garage UI now properly updates while the info panel is open.
  • Trapper efficiency now correctly changes after trees are cut from the work area.
  • Medicine and Iodine amounts are now correctly shown in the top bar.
  • Amount of survivors in a survivor group will no longer scale too much with the population.
  • Large plank deposit added, with multiple graphical variations.
  • Seven new events added with new illustrations.
Graphics
  • General visual overhaul was done to the game:
    • Post processing and lighting greatly improved.
    • Normal maps for most of the objects improved.
    • Height variation added to full grown trees.
    • Ground texture improvements.
  • Concrete extractor no longer rotates incorrectly during animation.
  • All colonist 3D models have been updated.
  • Specialist 3D models now display additional items on the world map. Can’t venture into the wasteland without the proper equipment!
  • Vehicle and their damage models improved, sounds were added to vehicles.
  • Crops are now correctly aligned in the medium-sized field.
  • Food storage building model changed.
  • Gate now has banners with the colony symbol instead of a flag.
  • Gate now opens when accepting a survivor group.
  • Colonists and Specialists now have variations to their idle animations.
  • Depleting large resource deposits can be seen visually in the 3D model.
Balancing
  • [Community request] Birth rate algorithm in the colony has been changed, this should reduce the number of babies born in the colony.
  • Sawmill now needs to be unlocked in the tech tree and uses Energy.
  • Several “un-teched” building values adjusted down to balance them with the new Techs.
  • Reduced the amount of Fiber production from Trapper, Recycler and Plastic Extractor.
  • Sunflower seeds can now be gained from events.
  • Locations now have more Science Points to compensate for the greatly increased tech count.
  • Catastrophe warning time reduced to one day without a Radar, which increases it to three.
  • Number of vehicles on the World Map reduced slightly.
  • Soybean yield decreased, insect farm production increased to compensate for spending more resources on them.
  • Increased the time Specialists need to recover back to full health.
  • Increased the amount of resources Specialists scavenge per action.
Modding
  • Added support for setting building animations and state through WorkStateConfig.
  • Added support for adding DamageVisualizer to building prefabs to show custom building damage models.
 
Holy Cow... I appreciate the refund of the science points, but days to gain back all the research already complete? Not to mention the additional steps required in each tree. I'm on day 126 and it will take me 14 game days to be able to build another extractor? I get the research cool down for game immersion and new games, but it really hamstrings existing games. Only allowing one research to be done globally seems a bit harsh. at least let us do one in each tree simultaneously, or better yet give is a single respend without the timers. Just an early players opinion.
 
Holy Cow... I appreciate the refund of the science points, but days to gain back all the research already complete? Not to mention the additional steps required in each tree. I'm on day 126 and it will take me 14 game days to be able to build another extractor? I get the research cool down for game immersion and new games, but it really hamstrings existing games. Only allowing one research to be done globally seems a bit harsh. at least let us do one in each tree simultaneously, or better yet give is a single respend without the timers. Just an early players opinion.

You really shoudlnt be using old saves with new updates. They're gonna break the game significantly, so its not really a bug that the totally revamped tech tree is broken in an old save.

There cant really be a consideration for older versions when each update comes with pretty significant core gameplay feature changes that are really functionally going to break between revisions
 
You really shoudlnt be using old saves with new updates. They're gonna break the game significantly, so its not really a bug that the totally revamped tech tree is broken in an old save.

There cant really be a consideration for older versions when each update comes with pretty significant core gameplay feature changes that are really functionally going to break between revisions
I understand. The price one pays for being an early adopter I guess :) I just grew so attached to my existing settlement it makes me sad to start over

*Edit* Just to clarify, I wasnt really reporting a bug, just the time it takes to get the game research back. The saved game actually seems to work fine.
 
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I am sure I am missing something but where do I download update. when I start game its in version1.1

The Epic Launcher should download the updates on it's own. If it doesn't, go to your library, and click the three dots on your game icon to bring up the menu from where you can update it. :)
 
I am sure I am missing something but where do I download update. when I start game its in version1.1

In the Epic client go to your Libary. Find the game and click teh "..." beside the name of the game

verify.PNG


Ensure "Auto Update" is on

The version for the game right now is 1.4.0.5654

If its still on 1.1, click "Verify"
 
The birth rate in my colony is exactly 0!
I have a complete tech tree and everyone lives in a beautyful house, could go to the arcade, the library, a cinema or the arena!
They could eat the best cockroach burger they ever had....but still....no one wants to have sex it seems :(