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OliverThulin

Corporal
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Dec 9, 2019
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  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Flashpoint
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  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
Steam Cover Dev Diaries.jpg


Greetings, trailblazers!

In this Silver update called “Trailblazers” we’re adding a lot of depth to the world map by expanding the features like outposts and bandit combat. Other major improvements involve new building-based colony exploration, prefabricated buildings for game start and a number of quality-of-life improvements from research queue to carrier limits and more.

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The outpost system introduced in the last update has been expanded with two new outpost types. The Research Outpost allows you to extract science points from new types of locations on the world map. Once built by a settler, this outpost will steadily produce science points to fuel your research. The other addition is the Survivor Outpost which looks for survivors wandering the wasteland and invites them to join your colony. The sector info UI panel has been added to give high level information about the sector, quantity of survivors in the sector and the science rating of that sector to help in finding good locations for the outposts. Science Point amounts and requirements have been rebalanced to accommodate this addition.

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On the combat side of things, the new rules of engagement add bandit groups to the world map with a reworked method on how damage is divided between the combatants. The entire bandit group shares a common health pool - the smaller it gets, the more bandits are taken out, reducing the damage they can inflict on you. Bandits damage specialists in the battle evenly, so fighting against larger forces there will be more damage dealt for each specialist. This means large groups can do serious harm and should be approached with more than just one specialist to divide their attention, even if they’re competent fighters. The new combat UI with a balance of power indicator helps you assess the threat better and track how well you’re doing and how the situation changes in case you bring reinforcements, or pull someone away from the battle.

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In our continuing efforts to reduce micromanagement, colony exploration is now handled via the Campsite and the new Scout Towers. You’ll no longer be ordering your specialists around to expand your colony limits one step at a time. Instead, once the Campsite or Towers are built, they’ll start revealing the area around them automatically - faster at first and slowing down when they’re closer to their maximum range. You can also upgrade the Scout Towers into Guard Posts for added security against intruders. Campsite improvements speed up its scouting speed and range. The final Command Center upgrade explores the entire colony map almost instantly.

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New prefabricated or "prefab" buildings have been added to kickstart your colony in the first stage. You can see their amount in the various sections of the Build Menu. Prefabs cost nothing to place, and are quickly and automatically built. Once completed, they act like any building of similar type. We’ll start small with this feature and improve it with future updates for more impact.

Technologies can be now queued within a single category. For example, if you want to rush for Reinforced Gate, you can queue it to have your colonists tackle all the prerequisite techs first and your chosen tech right after without additional input. You’re then free to manage your colony without having to return to the tech tree after each new discovery. You can also reset the queue if research priorities change.

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Other various improvements include adding a minimum carrier count for the Campsite. This helps you avoid accidentally assigning all of them to other tasks, effectively grinding logistics and construction to a halt. Colonists will also pick up and drop resource boxes faster to speed up resource transportation further. Guards and specialists are now more responsive in combat, firing faster after given an order to attack. And as usual, this update includes a number of bug fixes and balance changes to improve the game further.

That’s it, trailblazers and survivors! We’ll keep improving the already existing features and adding some new ones while polishing the game. Hope you’ll enjoy this new update and share your thoughts here on the forums and via the in-game feedback tool. Stay safe and play games!

Don’t forget to check out the full changelog here.
 
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Will the specialist still have to return to the colony to get healthy?
 
The more this game can be like Surviving Mars, the better. I really think less effort should be steered towards the world map part of the game than the rest.
 
Where can I find the Research Outpost to build? It's not in my Build Menu...
Hey! To build any outpost you need to build an Outpost depot into the colony at first. It will be unlocked into the build menu after building the gate. Then you can use the outpost depot to turn your specialists into settler units. Those settlers can move and scout like specialists on the world map, but they won't fight, scavenge nor research themselves. On the world map move the settler into any sector with the new science locations (ones with the gear background) and select build outpost from the bottom menu. This will open a list of different outposts, so select the research outpost and the settler builds the outpost into the location where they stand. Hopefully this helped!

All this said, I can mention that we continue developing outposts also in the future, so all feedback is appreciated. Thank you.
 
Well.....if a developer has to explain how to build a building to place it in game, then the UI is not doing it's job. :cool:

Early preliminary feedback - right off the bat I kinda like the scouting - it is hands-off in a sense. So I can do other things and not worry about it. For the campsite, that is.
For the posts - when it reaches 100% or if I wanna change the direction, the demolishing and rebuilding is gonna annoy the heck outta my gameplay enjoyment.
 
Hey! To build any outpost you need to build an Outpost depot into the colony at first. It will be unlocked into the build menu after building the gate. Then you can use the outpost depot to turn your specialists into settler units. Those settlers can move and scout like specialists on the world map, but they won't fight, scavenge nor research themselves. On the world map move the settler into any sector with the new science locations (ones with the gear background) and select build outpost from the bottom menu. This will open a list of different outposts, so select the research outpost and the settler builds the outpost into the location where they stand. Hopefully this helped!

All this said, I can mention that we continue developing outposts also in the future, so all feedback is appreciated. Thank you.
Thanks for the explanation! I will try this out.
 
While I like the development of the game so far, I must say I'm not a fan of the research outposts. Getting research from them is just waaaay to slow. Especially since it seems there are less regular research locations on the map and more research outposts locations, and I'm currently playing on an easy difficulty level (just to get used to the new changes). I'd hate to see what they're like on more difficult settings.

Please change the amount of research you get from the outposts (more research per day), add more regular research locations or do away with the research outpost all together.
They kind'a kill the fun of the game for me.
Those research outposts just seem like an idea that wasn't really thought about thoroughly.

I'm also not to sure about the specialists not being able to clear the 'fog of war'. I guess I could get used to that though.
 
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I really like the scouting towers and the carrier limits. It's kind of a pain to walk the specialists around the map on day 0. You do have to be careful about the hostile animals though! I think what I really like is that upgrading the campsite has an actual purpose.

The technology queue is a HUGE plus! So nice to just lay out your plan and execute. Before I would forget my tech plan and just do what kind of made sense. Hooray for this micromanagement relief.

The prefab buildings I could take or leave. I feel like their are enough resources in the campsite to get your colony going.

The outposts I am not sure about. Specialists are so valuable in the early game that I don't know if it is worth it to convert them to settlers.

I have not done much fighting yet so I still need to feel that out. It seems a little over complicated.

Overall this update kept me engaged moreso than previous versions of the game. I felt like I could queue some research, explore the map and let the scout towers reveal the fog and focus on building placement, resource gathering etc. This update is the first one to really change the feel of the game.
 
Well, I dumped that first game as there were too many research outposts for my liking, and I started a second game.
This time there seemed to be more research locations than research outposts, but still - the research seems a bit too slow, almost bringing the game to a boring state, especially in the early stages.

For me personally, the permanent sacrifice of a specialist for the purpose of gaining 6 research points a day just isn't worth it. I hope I can avoid those research outposts completely. If not I guess I may have to put StA on the back burner for an update or two, which I really don't want to do.

BTW! I agree with everything Spoon77 said. Pretty much all other changes have helped to improve the game, although I am still trying to get used to not being able to use specialists at the start of the game to locate and kill off close hostiles and the towers don't seem to be as effective as they need to be in that regard.

Keep up the good work. Looking forward to some improvements in the research category.
 
Please change the amount of research you get from the outposts (more research per day), add more regular research locations or do away with the research outpost all together.
Heya! I'll pass this request on - no promises or guarantees but I'll make sure we take a look at the balance of this :)

And thanks to all for the feedback - it is greatly appreciated as we want to ensure we develop the best version of the game we possibly can! :)
 
I do hope you folks look into this with the idea of a little modification. As I mentioned, IMHO, the research changes do tend to make the game a little boring, and that's on the easy level. I can only imagine what it will be like on more difficult levels.

I'll see what happens after another update or two. Right now I'll just play something else.

Thanks for your reply. :)
 
I hope there will be more changes that make the world map have continued value after you scavenge all the sites. Maybe some kind of extraction site mechanism where you can open logging camps, mines, farms, or power plants to get a steady supply of goods from outside your colony, but which also need to be defended from roving bands of bandits and other settlements?
 
I hope there will be more changes that make the world map have continued value after you scavenge all the sites. Maybe some kind of extraction site mechanism where you can open logging camps, mines, farms, or power plants to get a steady supply of goods from outside your colony, but which also need to be defended from roving bands of bandits and other settlements?
Heya!

We do have a lot of different ideas for the World Map - definitely want to add some continued value to it even after all locations have been scavenged! Sadly I cannot go into detail regarding our plans but I'll pass on your suggestion to the rest of the team!

Thanks for the suggestion and of course, thanks for playing!
 
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Hey! To build any outpost you need to build an Outpost depot into the colony at first. It will be unlocked into the build menu after building the gate. Then you can use the outpost depot to turn your specialists into settler units. Those settlers can move and scout like specialists on the world map, but they won't fight, scavenge nor research themselves. On the world map move the settler into any sector with the new science locations (ones with the gear background) and select build outpost from the bottom menu. This will open a list of different outposts, so select the research outpost and the settler builds the outpost into the location where they stand. Hopefully this helped!

All this said, I can mention that we continue developing outposts also in the future, so all feedback is appreciated. Thank you.
:mad::mad::mad:
The inability to turn the Settler Unit back into a Specialist unit is a horrible change to the game. I do not like this and this part just broke the game for me. Specialist units are very precious and in some cases, if one dies you are severely gimped and need to restart a new game. And with these new combat changes you can have a Specialist fighting a unit and have 40 health left and out of the blue they are DEAD because you do not know how much health they sustain per turn nor a warning they are about to die. I have lost A LOT OF precious Specialist Combat units this way.

I DO NOT like these 2 changes to Research and Combat of Specialists change and we need to have a mod that reverses this stupid change. The inability to convert the unit back at all and they are forever lost to being a Settler Unit AND they can not leave that research outpost once created and fused with it are literally TWO severe limitations imposed upon extremely precious and rare units.

I am starting to hate this game at the severity of the change. Why did you do this? It is ANTI-fun and my main camp is research starved now or I have to restart the game. DUMB move Paradox very very DUMB move! You just killed your game if you can not research anything for years on end. I am SO BEHIND on research for YEARS all the while my main base is now being attacked regularly. The balance is gone!

You have now managed to GIMP Specialist units by having NO WARNING of imminent death wherein they can take a 40+ health punch and instantaneously die and you managed to eliminate Specialist units by DOUBLE-BINDING them to the research Outpost and to being a Settler Unit effectively preventing reversal of this STUPID move when your Combat specialist are dying left and right due to these Draconian combat hits which are Lethal.

I will therefore no longer be endorsing Surviving the Aftermath on my Stream as I do not want my viewers to be as disappointed with this completely game-killing double move made by Paradox. What a shame, this game had so much promise!
:mad::mad::mad:
 
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