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Aiwyth

Community Developer
Jan 22, 2020
71
242

Game version​

PC: 1.12.5.8236
Xbox: 1.12.5.135

General​

Fixed an issue with the quests that caused save files to appear broken after loading.
  • When a save with this issue was loaded, several symptoms could be seen, for example, the pop up notifying you of access to the World Map was shown again, the fog of War had returned, all Specialists had been returned back to the colony from the World Map.
  • This fix should allow you to now continue with that save - an ongoing quest will have been removed but the save itself should work.

Fixed an issue that caused the survivor groups to sometimes cause an exception in the background.
  • This exception should not have caused any visible gameplay issues, but it should also no longer occur either.

Balance adjustments​

Adjustments to Tools and Clothes.
  • Increased the durability of both Tools and Clothes on all levels.
  • Decreased the production time for the Tailor and the Toolshop, allowing for faster production of the items.
  • Decreased the amount of Fiber it takes to produce Sturdy and Superior Clothes.

Adjustments to food production amounts of food and food values around the game.
  • Increased the amount of berries in the Berry deposits around the colony to allow for more sources of food.
  • Increased the amount of Fish the Fishing Pier and the Fishing Hut produce per cycle.
  • Fish, Venison, and Berries give a slightly smaller amount of pollution to colonists when they are eaten.
  • Prime Meat now has a better nutritional value and a smaller amount of pollution it gives to colonists when eaten.
  • The Aqua Farm now produces more Fish per cycle.
  • Decreased the nutritional value of Eggs and Milk and made them less filling to colonists to try and ensure the colonists will not eat them up before you are able to use them in the Bakeries.
  • Increased the amount of food found in locations on the World Map.
Adjustments to basic resource amounts.
  • Increased the amount of basic resources found in locations on the World Map.
  • Increased the amount of Concrete in the Concrete deposits around the colony.
  • Increased the amount of Planks both the Lumber Yard and the Sawmill produce per cycle and decreased the production time of the Lumber yard slightly.
 
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Adjustments to Tools and Clothes.
  • Increased the durability of both Tools and Clothes on all levels.
  • Decreased the production time for the Tailor and the Toolshop, allowing for faster production of the items.
  • Decreased the amount of Fiber it takes to produce Sturdy and Superior Clothes.
Let's see if I can get out of the red with these new values!
 
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I have been struggling to keep my people clothed. Right now they are all naked. Thank you.

Idea: Berry bushes should have a random chance of respawning on the map every few days or whatever length of time a "season" would be.
 
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These changes are fantastic. I was trying to decide if it was worth making sturdy clothes (10 fiber) or normal ones (2 fiber) since they didn't seem to last long enough to matter, this change will help tremendously. I love this game tremendously, please convey my appreciation to all the hardworking members of the team for their work!
 
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10 fiber to 5 fiber makes a huge difference.

I wish I could capture video. Watching 45 colonists stop what they are doing and all stampede towards the storage to be the first one to get the new clothes is quite funny looking. Apocalypse version of Black Friday.

Could there be some AI tweak, so when the population is all in need of something, they don't all rush at once? It is a huge production loss. Either that, or make a riot happen as they all fight for it.
 
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Hey all! Thanks for the feedback - really glad these seem to be doing what they are supposed to :)

As for the respawning Berry bushes - this is something that would be great to implement but not as easy as it sounds - after all the Berry bushes are blockers around the colony, so that you cannot build over them so then we would have to find a solution to where and how they can spawn and after how much time etc. A lot of different things that could go wrong with this one but still definitely something we have been discussing as well - or at least something similar.

@Maebalzurakin As for the AI change - we are working very hard to improve the entire AI of the colonists, not just this part but a lot of other things as well. I will say that that too is definitely on our "To fix" -list. It really does not make any sense for all of them to rush at whatever resource they all need that just became available - instead only as many as are then available should go and get it. This AI rework however is going to take some time firstly to implement and secondly to test as we do not want to end up in a situation where they won't all run for the clothes that became available because no one is running towards them or something similar ;)

Thanks again all for the feedback and even more importantly, thanks for playing!
 
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Thought it would be as simple as tracking all colonists flagged as having no clothes - then having only the closest one redirect to collect the clothing. In the event of a tie, RNG decides who stays at work and who goes.

Seems it is not.
 
Some very good balancing tweaks there, the clothes and tools feel a lot better now, the changes to fish was a good one too. Was ennough to keep me going till all the achieves got finished this playthrough =)