• 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.

Portable Grump

♛ Duchess of the CK3 Forums ♛
Community Ambassador
17 Badges
Feb 17, 2020
229
1.376
  • Stellaris
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect: Psych Ward
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
Hello, Survivors!

Update 11: Quests will be adding, quests, new world map content, and more!
Your game version should be 1.11.0.7614 on PC and 1.11.0.112 on Xbox.

General
  • Added Quests to the game.
    • You will now have Quests spawned into your colony, similarly as events.
      • You can clearly differentiate them by the visual look of their floaters.
    • Quests are chained multiphase events that take place on the world map.
      • Usually they start in the colony, but after accepting the quest the next steps happen on the world map.
      • They can be one phase events, or span out to longer storylines with several steps happening on different parts of the world map.
    • 17 unique quests added to the game.
    • Quests won’t have a time limit on them.
    • Visiting with a certain type of Specialist can give you better rewards.
  • Overlays added to the colony view.
    • You can access the Overlay menu from the bottom bar, the same place where previously you could activate the Pollution overlay. This overlay menu can also be activated with the hotkey O and it has replaced the Pollution overlay button in the bottom menu when a controller is used.
    • You have access to 7 different overlays:
      • First button on the list clears the current overlay and shows you the normal state of the colony.
      • Second button activates the Building Health overlay which highlights all your buildings with a color based on their current health (Green to Red, the greener the higher the health).
      • Third button activates the Building Type overlay which highlights all your buildings with different colors based on the building type. For example, all buildings from the Energy category will be a specific color, all buildings from the Happiness category another color, etc.
      • Fourth button activates the Deposit overlay which highlights all the deposits in the colony with different colors based on the deposit type. For example, all deposits that can be scavenged for Planks are highlighted in one color, all Pollution deposits another color etc.
      • Fifth button activates the Water overlay which highlights all Water Producers, Storages and Consumers in different colors. This overlay also shows you the work areas of Water Towers.
      • Sixth button activates the Energy overlay which highlights all Energy Producers, Storage, Distributors and Consumers in different colors. This overlay also shows you the work areas of Transformers and also highlights the Lightning Rod and its work area.
      • Seventh button activates the Living Entities overlay which is the same overlay you previously accessed with the hotkey L or R3 on the controller. This hotkey has been removed.
      • Eighth button activates the Pollution overlay which was previously accessible from the bottom bar or with the hotkey P.
    • Some overlays are also activated automatically:
      • When placing a building that distributes Water or Energy (Water towers or the Transformer) the relevant overlay will be activated to make placing these easier.
      • When you are placing a building that either produces, stores or consumes Water or Energy, an overlay will be activated that shows you the work areas of the relevant distributing buildings.
        • The exception with these are the Clean Water Storage buildings. As these do not require placement close to producers, placing them will not activate any overlays.
        • Placing a Field hospital should show you the Work Areas of all Transformers and all Water Towers as it requires both to function.
  • Updates to the World Map
    • The size of sectors have been greatly increased and they will now have more than one location inside of them.
    • Changed the way the Specialists scavenge locations.
      • If the locations have more resources than the Specialist can scavenge on one turn, they will remain at the location and automatically scavenge more after their APs have been refilled, spending their APs at that point.
      • If the location has a chance to cause damage to the Specialist, they can still take damage each turn so keep an eye out for them!
      • You can cancel the scavenge by selecting the Specialist and pressing “CANCEL MISSION” from the panel.
    • Scouting and combat with bandits both now cost only one AP instead of all remaining APs.
    • Bandits will now regenerate health in the same cycle as the Specialists’ APs are refilled.
  • Added edge-scrolling to the game.
    • You can toggle this on/off from the Controls tab from Settings.
  • The game will now require you to press a button on your controller or with your mouse if you wish to switch the control mode between them.
  • Added a new Specialist called Baron to the game. You can choose them already from the Pregame Specialist selection.
Gameplay
  • Resources that previously were placed to the Gate storage will now be placed to the ground next to it.
    • Your colonists should then take all the resources to appropriate storage buildings.
    • If you continue an old save that has resources already in the gate storage, they will remain there and wait for colonists to come and pick them up when necessary as before.
  • The notification “Hostiles in the colony!” now appears also when there are hostiles in the colony from Gate Combat.
  • Added Elders and Shelter space to the tooltip for Colonists in the top bar.
    • You can now see the amount of Elders as clearly as adults and children.
    • Shelter space shows the amount of available and the entire amount of shelter space in your colony.
  • Buildings that are blocked by catastrophes now show the text “Blocked by catastrophe” in the top of their info panel when they have been selected.
  • Adjusted how roads are being built by carriers.
    • Previously only a few colonists would work on building the roads, leading to a lot of roads never getting built.
    • Now as the road waits for builders, more colonists can get the task to build it, this will ensure they get built more quickly.
  • The Specialist Menu that used to be accessible from the bottom bar has been removed as it was replaced by the Specialist Selection Menu in the last update.
  • Added a timer to the second starter event which you can use to invite the colonists.
    • Previously this event would disappear if “Continue Preparing” was chosen and reappear after a certain amount of time.
    • Now the floater will remain on the screen with a timer. After time has run out, the flare will be automatically shot.
  • When starting a new game, hovering over the Happiness tab no longer shows you having +5 happiness bonus from None.
  • Save metadata has been added to the game.
    • After saving a new game, you will now be able to see a screenshot of the game and certain details of that save in both the Save and Load game menus.
    • Older saves will unfortunately show only “No data to show”.
  • New saves will now appear at the top of your list of saves instead of the bottom.
  • Specialists will now show the relevant hint for you to be able to send them to the World Map.
    • Previously this only told you to build the City Gate.
    • Now these hints include placing the campsite, preparing for the colonists and advice to wait until your Specialist has healed enough.
  • Fixed an issue where selecting one building would show the work area of another type of building. Issue was visible with the Sawmill, the Environmental Station and the Water Pump.
  • Added a text to building info panels that show if they are blocked by on-going catastrophes.
  • Adjustments and changes to tutorials and how they are completed.
    • Some tutorials will now be completed by performing different actions than before.
    • Some tutorials should now auto-complete themselves if the action has already been done (such as the Trade tutorial - if you have already started a trade with a society, you should no longer see this tutorial).
    • Adjust worker slots tutorial has been changed so that you should now be able to complete the tutorial by changing the workslots of any building in your colony.
  • Any building that requires zero resources and time to build will now be instantly built in the game.
    • Currently only the Campsite is this kind of building, as the Stockpile and decorations still require the colonists to spend time building them.

Graphics
  • Added different age icons that are shown in the person info panel next to the age of the colonist.
  • Major updates to the Colonist Info Panel, Specialist Info Panel, Building Info Panel, Statistics window and the Tech Tree.
    • The Colonist Info Panel now shows more information about that colonist, such as their shelter and radiation value. You can also see their malnutrition level from this panel. The equipment the colonist has (such as tools and clothes) show their current durability percentage.
    • The Colonist Info Panel will also show you a small description of their current conditions and needs, and if hovered over, a more detailed description of that same condition or need. The same applies to the traits the colonists have as well.
    • The Specialist Info Panel now shows more details of their skills and how they affect the Specialists. These are all visible in one tab instead of the two that were previously.
    • The Building Info Panel now shows all the same details you saw previously except now in a more condensed and easier to understand way. Whenever you can select something for a building (such as the seed to be planted on a field or the type of clothing to be produced in a tailor) you will see an updated panel open as well.
    • The Statistics window shows the same details as before but the navigation has been changed and some bug fixes have been made to it.
    • The Tech Tree has all new buttons with more details in the buttons themselves. The Tech Tree also shows a legend that explains some of the key icons shown in the buttons themselves.
  • Visual update to the Save and Load game menus as well.
    • This is to reflect the addition of the Save Metadata.
  • Whenever a tree is cut down, you will now see the animation of it falling down.
  • Fixes to the lights and fog to prevent visible clear squares in the fog over lakes.
  • All building icons the Build Menu have been updated.
  • Fixed an issue with missing pollution effects from the clean water storage buildings.
  • Visual updates to the lighting in the World Map.
  • Updates also to the animations on the Specialists in the World Map.
  • Small polishes to several different effects on both the colony side and on the World Map.
  • Improvements to the visual looks of some buildings and deposits.
  • Improvements on how the colony brush textures match the terrain on the colony side.
Balance adjustments
  • Due to the changes to the World Map, the amount of resources found in locations have been balanced. You should also be able to find more types of resources as well.
  • More events can now appear in the beginning of the game.
  • Increased the amount of time it takes to research certain techs in the Tech Tree.
  • Increased the size of the work area for the Guard Post and the Maintenance Depot.
  • The APs of both Specialists and Vehicles have been raised to reflect the changes in the World Map.
  • The radius on the Transformer has been increased.
  • The speed and efficiency of Specialists in the colony have also been improved.
  • The Trapper and Fishing Hut productivity has been adjusted to be more similar to each other. Both have also been slowed down a bit.
  • The Water Well has been adjusted so that at 100% efficiency it can only provide 10 units of water (previously 12).
  • Reduced crop planting and harvesting times slightly. Decreased some crop yields slightly.
 
  • 4
  • 3Like
Reactions:
Hey, guys, great stuff! I'm enjoying the quests, and the new filters are very good.

A few issues, notes, and thoughts:

* Bore Wells say in their description that they work on any terrain, but when placing them, they seem to be limited strictly to producing water based upon the fertility of the land. I'm fine with them being fertility dependent - it makes sense - but you need to update the description, then.

* Speaking of fertility - the new overlays are solid, but why isn't there a fertility overlay? I still have to hit F11 to find out where my fertile and super-fertile land is.

* The new GUI for the research tree is very nice! However, the mouse-over tips for upgrades still aren't as clear as they should be: showing a building to indicate that it is affected by an upgrade doesn't really tell me anything, because the building icon is too small and indistinct for me to tell by looking what we're talking about. A building name would be immediately clear. As of now, I still have to select the tech and mouse over the effect in order to get the name of the building which is just an extra hassle.

* Likewise in the research tree - the description of types of techs and color coding is very helpful! But I'm confused about what you mean by "Ideology". Is that a translation issue? A placeholder? A hint of future tech types? If the latter, I'm really looking forward to the idea of making choices about how my colony self-organizes and what principles it holds dear, which is what Ideology means in English, and hope that you'll find a better category name for things such as "Spirit Levels", "Insulation", "Junker", and "Metal Bender".

* I am not noticing a change in the size of work area for Maintenance Shops. Overall, Maintenance Shops are good, but I have never seen the need to have more than one person employed by a shop. Would it be possible for multiple people working in one to allow for a much greater increase in the area covered? Because I'd rather build one building employing three people and covering my whole city than building three buildings each employing one person (which is what I'm doing now).

* I like the new detailed information on specialists... but it's missing the easy comparison value between specialists that the old system had. (Maybe it's just me, but remembering that this specialist was 3/5 in Scavenge and 2/5 in Research and the other was 1/5 in Scavenge and 4/5 in Research made it much clearer than the new system where this specialist is +50% Scavenge 200 SP/Day Research and the other was +30% Scavenge 350 SP/Day. Would it be possible to color code the numbers or Skill Bar based upon skill level? So someone who is top skilled gets bright green, and bottom skilled gets gray, or something? That would make it easier to compare rather than having to look at specific values.

* I like the new quest system! But it would be nice if there were a way to center the main map on the quest destination. Clicking on the quest icon just opens up the "do you accept the quest or abandon it?" menu, so I have to manually search for where on the map the quest marker is. They're usually close enough to the city that it's not a huge issue, but it's still a hassle.

ETA -
Oh, one other suggestion: I really like the graphics and how removing pollution slowly transforms red and ugly land back to healthy looking green land. But there's currently no way to make the landmark/obstacle areas look any better. The algae-covered sickly green pond with rusted cars in it is just going to be an algae-covered sickly green pond with rusted cars in it no matter how much effort I put into prettying up the areas around it. It would be nice if there were a way - through the pollution center, the forester, or some other building - to be able to turn those obstacles into prettier, cleaner versions of themselves. Or, have it just happen automatically as the area around them is cleaned up.
 
Last edited:
  • 1Like
Reactions:
Heya!

* Bore Wells say in their description that they work on any terrain, but when placing them, they seem to be limited strictly to producing water based upon the fertility of the land. I'm fine with them being fertility dependent - it makes sense - but you need to update the description, then.
I'll add this to our task list to ensure we get this description updated!

I'll forward the rest of these to the rest of the dev team as well. As for the Ideology-category in the Tech Tree - this is in reference to the choice you make in the pregame selections when starting a new game. Based on the ideology chosen there, your tech tree will have 4 different techs to unlock. So this category will help you spot them clearly and maybe make a different choice in future colonies :)

Will we be getting a screen safe zone adjustment option on the consoles? I love the game but I cannot see any of my resources due to them going past the borders of my screen.
This is something we do have on our task list. Unfortunately I cannot give any promises on when it is coming, but definitely an issue that we are aware of and hopefully one that will be fixed soon!

Thanks for the posts and more importantly, thanks for playing!
 
  • 1
  • 1Like
Reactions:
Heya!

I'll add this to our task list to ensure we get this description updated!

I'll forward the rest of these to the rest of the dev team as well. As for the Ideology-category in the Tech Tree - this is in reference to the choice you make in the pregame selections when starting a new game. Based on the ideology chosen there, your tech tree will have 4 different techs to unlock. So this category will help you spot them clearly and maybe make a different choice in future colonies :)

Thanks for the posts and more importantly, thanks for playing!

Thank you for the response! That alignment of Ideology absolutely makes sense, then (though now I'm disappointed that there won't be a "choose your government" set of techs/buildings :D ).
 
Loving the update Team. *Big thumbs up*

Road building, gate storage, specialist behaviour on world map, overlays and quests all +++

I haven't yet figured out the gate storage entirely, sometimes my specialists come back with items and they take a long time to appear at the gate, I suspect that sometimes they don't even appear to be collected. I like to fact that this needs specific attention from specialists, if low on carriers, otherwise items may perish if not collected in time. An alert to inform the player that goods are at the gate could be useful.

I like the extra challenge with reduction in well water output. However it seems like 100% difficulty now results in more water and fertile land, at least in the two games I've played, which has made the water balance easier IMO. Too easy for hardest difficulty IMO.

Scavenging and world map (WM) gathering is now less tedious which is fantastic. A nice addition would be for them to automatically follow instructions across multiple turns. E.g. if I tell them to travel 4 turns away that I don't have to tell them to move each turn. If you want to change plans then you can just select them and give the new orders which they can follow at the next tick. This could be made optional in settings as I would imagine this would not be wanted by all players.

I am not a fan of the tech tree appearance. This is entirely subjective, it just feelings like it belongs in a future tech game, not in a post apocalyptic, low tech theme. It is the only element that does feel like it belongs visually. The functionally it is an improvement!

I don't know why but I love the tree falling effect.

Great update and thanks a bunch.
 
  • 1Like
Reactions:
Heya @Najmir !

Thanks for the feedback. I'll forward the request for a notification when a Specialist returns to be included to the rest of the team.

As for:

A nice addition would be for them to automatically follow instructions across multiple turns. E.g. if I tell them to travel 4 turns away that I don't have to tell them to move each turn. If you want to change plans then you can just select them and give the new orders which they can follow at the next tick.
This is sort of implemented, at least travelling on their own. If you set a route for a Specialist that is a long way from where they are currently, they will at that point use any APs that they have and travel towards it. Then when their APs are filled, they will at first stay in one place but if you leave them be and wait for the APs to be refilled a second time and then go to the WM, they will have moved towards their intended target. We are extremely aware that this is not clear enough and we are working on improving this (and also adding in the possibility for them to perform an action at the end of it), however for now it does still function. The way it is is to prevent the players from losing any APs by forgetting to set them on the next path but also we did not want them to spend the APs immediately as that would mean that you lose the APs (in case you wanted to redirect them for example).

But as I said, still working on improving this!

Really happy to hear that you enjoyed the update, so thanks for this post!

And of course even more importantly, thanks for playing!
 
This game is getting more and more perfect.
But just i am requesting few improvements to make it more perfect. kindly consider like my last request of increasing the amount of firewood. thanks for this.

so, my suggestions are -

1) Need a button for hide the list of specialists top above the gameplay screen. It's very annoying to me.

2) Is it possible to make all work area like squire shape ? I mean everything, food storage work area, growing tree to transformers electric supply... everything.

3) I have to build too many transformers and water tanks. It's not a problem actually. But electric wire and pipeline could be more realistic. I mean near electric wire (like roads) supply the electricity to nearby buildings.

Kindly consider this. Thank you. :)
sdaf1.jpg
 
Hey @Rajat !

I'll bring these up with the rest of the team, we'll definitely take them into consideration however no guarantees!

Thanks for the feedback and of course, thanks for playing!
 
  • 1Like
Reactions:
I like the overlay changes but kind of miss how some thing where, like just pressing L to see lifeforms as its hard for me otherwise and going through the overloay system and then slecting your specialists especially more than one to do a colony scout is rather tedious and should not be so hard, can we have an easier way to multi slect them?

Also when it comes to placing transformers and water towers I do not like that it goes into the white sceeen overlay, it actualy makes it harder for me to place them as I cannot see already placed things or the terrain so have to go in and out to get it where I want.

Also an easier way to toggle the icons for resources such as plastic planks concrete etc, a TOGGLE ALL for icons would be amazing and I would have it on all the time, as in the icons that come up for lifeforms, plastic, steel, planks etc that you see when placing stockpiles/foodstorage/recyclers etc etc just being able to toggle all of them on would be a godsend.
 
  • 1Like
Reactions:
Heya @RegalGiant !

I like the overlay changes but kind of miss how some thing where, like just pressing L to see lifeforms as its hard for me otherwise and going through the overloay system and then slecting your specialists especially more than one to do a colony scout is rather tedious and should not be so hard, can we have an easier way to multi slect them?
We do have the box selection to multiselect the Specialists, but I am guessing you mean that while you have the overlay on, an easier way to select multiple specialists? I'll bring this up to the rest of the team, can't promise anything but maybe we can come up with a solution.

Also when it comes to placing transformers and water towers I do not like that it goes into the white sceeen overlay, it actualy makes it harder for me to place them as I cannot see already placed things or the terrain so have to go in and out to get it where I want.
I'll definitely bring this up as well, this possibly could be something you could turn off from the Settings for example. Again, no promises except that I will definitely bring it up with the rest of the team.

Also an easier way to toggle the icons for resources such as plastic planks concrete etc, a TOGGLE ALL for icons would be amazing and I would have it on all the time, as in the icons that come up for lifeforms, plastic, steel, planks etc that you see when placing stockpiles/foodstorage/recyclers etc etc just being able to toggle all of them on would be a godsend.
Again, same with this. I'll bring it up, though at the moment as we are in Early Access, this could possibly be a bit much for the game to handle (we are still working on the optimization etc).

Thanks for the feedback and thanks for playing!
 
  • 3Like
Reactions:
Hello i bought the surviving afthermath on steam hehe, i have a question i dont have any forum icon of the game.. will u create a icon or anything or until the game releases?
 
Hello i bought the surviving afthermath on steam hehe, i have a question i dont have any forum icon of the game.. will u create a icon or anything or until the game releases?
That's not up to the developers:
 
  • 1Like
Reactions:
Only issue I found is if you want to speed up your building progression using multiple survivors you have to select them one at a time rather than select all then click on the building you want to speed up.