DavyDavy

Community Developer
Sep 25, 2019
67
49
Greetings, Survivors!

The new update for Surviving the Aftermath is now live! You can find the changelog below. With this update, your game version should be 1.2.0.5239 on PC, and 1.2.0.31 on Xbox.

General
  • Removed references to specialist names from their background stories.
    • Renaming them does not contradict their backstories anymore.
  • [Community request] The game no longer spawns duplicate Specialists.
  • Action Points are replenished for all Specialists at the same time twice a day.
    • The circular meter around the world map now is synced to an AP refill cycle.
  • Statistics window now contains graph views for produced and consumed resources and the colony population count.
    • We will improve this feature in the future.
  • World Map camera now retains its position when cycling between the Colony and the Map view.
  • Implemented multithreaded pathfinding.
    • This change will improve performance with larger colonies.
  • Tutorial descriptions now have icons to clarify the instructions.
  • Trade and Outpost sections added to in-game help.
  • [Community request] Improved specialist list scrolling feature in the world map.
  • Toned down the tutorial duck sound effect.
  • Change notes history is now available in the main menu showing all change notes since the release.
Gameplay
  • 14 friendly society types added to the World Map.
    • They will offer trading opportunities to players.
      • More interaction options will be implemented with future updates. See the details about Trade below.
    • Only 5-10 of them can be found from the world map at a time.
  • Bandits on the World Map are now unique with different portraits and different statistics.
    • Six different bandit factions.
    • Individual features and appearance will be expanded further in future updates.
    • Bandit camps share the same factions as the individual bandits inhabiting locations.
  • [Community request] New Outpost functionality:
    • Unlockable by researching Outpost Depot in the tech tree.
    • Build an Outpost Depot into the colony.
    • Establish an outpost into the world map (from the building info panel) to any neutral sector.
      • One Outpost Depot can Support one Outpost.
    • Outposts are drop off points for the resources that specialists scavenge on the World Map. These resources are automatically transferred back to the colony from the outpost.
  • [Community request] We introduced the first iteration of new Trade functionality:
    • To unlock this functionality, players have to build a Trade Center.
      • Before this update, the building only unlocked bigger trade events to arrive at the gate.
      • This building now handles trade deals and routes between Societies as well.
      • One trade center can manage a limited number of trade routes at a time.
    • Trade options become available after the player finds other societies in the world map.
    • Added a Trade menu to the bottom bar.
      • Trade deals from other societies are listed in this menu.
    • New trade deals are updated periodically based on the goods each society offers.
    • Currently, the player can only import resources from other societies.
      • These resources arrive with a distance-based delay.
      • Resources don’t have an exchange value yet.
      • Export and exchange values will be added in a future update.
  • [Community request] Specialist movements on the world map can be chained.
    • Specialists will now automatically continue traveling to set destination over multiple turns/days.
    • If the player does not give new orders during the turn, they will move towards their original destination at the end of the turn.
    • New orders can be given at any time, and they will override the original commands.
  • Fixed pause functionality in the Burial Pit building.
  • Added 31 new Specialists.
    • Added 10 new colonist portraits.
  • Added 11 new events with new illustrations.
  • Added Underground Deposits.
    • Depleting a large deposit reveals a new Underground Deposit beneath.
  • New Extractor placement restriction.
    • Extractors are required to be placed near the underground deposits to produce resources.
      • Removed the previously placement restriction (Barren Soil).
Graphics
  • Magnetic Storm and Overcharge now have proper splash damage visual effects.
  • Scaffolding now appears after colonists start the construction of a building, instead of when the players place the construction zone.
  • World map visuals improved:
    • Added new biome-based terrain features and scattered roads.
    • Improved mountains.
Balancing
  • [Community request] Greenhouse now costs less Metal and more Plastic, as suggested by the visuals.
  • Reduced the birth rate when the Colony gets bigger.
  • Survivor group size adjusted for better Gatekeeper-based control.
    • Supersized survivor groups should no longer be a common occurrence.
  • The water consumption rate slowed down by 33%.
  • Water Towers’ fill-up rate slowed down.
  • Water towers require less metal and more plastic than before.
  • Trapper now produces Fiber (i.e., animal hides) as a side product.
  • Trapper now requires more densely wooded areas to reach maximum effectiveness.
  • Fishing Hut production time decreased.
  • Catastrophes changes:
    • Fallouts are less deadly.
    • Meteor Shower is slightly more scattered.
Modding
  • Full BuildingTemplate is now exposed to modders instead of the old ProxyBuilding. This change allows modding of all the building features currently present in the game.
  • Mod tools have been updated.
  • The mod file format.
  • New Mod file format implemented. All mods should be updated after these changes.
    • Proper error handling for older mods will come in a future release.
 

ellacharmed

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Modding
  • Full BuildingTemplate is now exposed to modders instead of the old ProxyBuilding. This change allows modding of all the building features currently present in the game.
  • Mod tools have been updated.
  • The mod file format.
  • New Mod file format implemented. All mods should be updated after these changes.
    • Proper error handling for older mods will come in a future release.
Can't wait to test out all the new shinies! But the only thing that caught my eye is the Modding section - where can we download the updated Modtools from, please?
 

Joanna_ifs

Major
Iceflake Studio Developer
Oct 23, 2019
661
216
Looks great!
But I have the same bug, after game load all my units are walking in place. I cant play the game :(((
Whats wrong with me

Heya! Any chance we could get the save file and the output log from your game? They'll help us investigate what is causing colonists to become stuck even still. They can be found from:

%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\output_log.txt
Documents\Paradox Interactive\Surviving the Aftermath\SaveGames

Also, are you using any mods?
 

ellacharmed

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Something weird going on with these Plastic Carriers - repeated actions and Plastic resource increased while they just loop around the stockpile.
No Mods. New game started with today's update.
 

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  • bug-plastic carriers.mp4
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  • output_log.txt
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Telenil

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Great update! That's big improvements, I'll be sure to start an other game.
 

sieboldii2

Corporal
Nov 28, 2019
34
8
I like it so far.
However, Specialist Bishop has a male avatar and a female voice.
Also, if you load an old save where there are no large concrete piles, then you are screwed for concrete unless you can trade for it.
 

EG.Roach

Recruit
1 Badges
Nov 14, 2019
2
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Great update. Hopefully the stuck issue following the exit from world map has been rectify. It so frustrating that I only play the game for few hours after the Colony update, have not play it since 17th Nov.
 

Boris Wallace

Recruit
Oct 30, 2019
2
0
Nice changes. two items from an old version and probably meant to be broken. Placing new excavators doesn't show where deep mining deposits can be found. Again probably intended. All my specialists started with their pockets full rather than dropping them when they restarted at the base..
Weirdly, my population seemed to have almost doubled (old game) and I lost most of my wooden planks. Old save, probably intended or overlooked.

Looks like the games sends a notice anyway, but I'll drop the log file.

Looking forward to the next playthrough
 

Attachments

  • output_log.txt
    10,7 KB · Views: 37

DS Monkfish

Sergeant
Aug 20, 2018
75
1
New game on xbox one after installing the update - I have a plains biome sector that's acting like a mountain: can't scout it, can't enter it or move through it.

Edit: found another one, this time an urban sector. Can't scout it, can't move through it :(

In both cases there's one of those flat-topped desert mountains next to it, just in case that's relevant.

Edit 2: Aaaaaand found another one. Desert biome this time, again with the same kind of mountain adjacent to it - can't scout the sector, can't move through it.
 
Last edited:

itisnothard

Recruit
Nov 25, 2019
3
0
Heya! Any chance we could get the save file and the output log from your game? They'll help us investigate what is causing colonists to become stuck even still. They can be found from:

%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\output_log.txt
Documents\Paradox Interactive\Surviving the Aftermath\SaveGames

Also, are you using any mods?

I have mods in my library, but all of them are not active
 

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  • colonists_stuck.save
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ellacharmed

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I think we need to remove the "mods_registry.json" file from \Documents. My above reported issue is after removing mods but with this file still there.

After I encountered that bug and was able to save and quit, I removed this json file, double-check Mods folder is empty and reloaded the buggy save. I'm now on Day 72, with 101 colonists. The balancing is good now, maybe too easy with the new Trade features. I've taken in all Survivor groups both with Specialists and without, and only issue is to figure out Food Production. Other than some massive deaths due to starvation, resources have been able to cope with new arrivals and disaster events. There's some new interesting Events, too!

Good job, devs!
 

Czert99

Corporal
Mar 13, 2019
49
0
Suggestion to many problems reported there - ALLWAYS start new game after some big update like this, and report bugs from new game only, since some problems can be related to incompability between old save game and chanages made to game.
 

Fox Emerson

Sergeant
3 Badges
Apr 24, 2018
62
4
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Hey guys, still getting the same bug (since the very beginning) in which Environmental Station crashes game. If i keep hitting the B button (back) enough times, often, it lets me exit and I can continue with the game, however, I can't select Environmental Station or even try and build a new one.

Also, in this release of Outposts - with the Trading feature, I can't change/select what I'm exporting. I have an import already selected, but I can't see what I'm exporting nor change it!
Edit - also, I have reported the Environmental Station bug several times in-game - Xbox One.
 

DS Monkfish

Sergeant
Aug 20, 2018
75
1
Hey guys, still getting the same bug (since the very beginning) in which Environmental Station crashes game. If i keep hitting the B button (back) enough times, often, it lets me exit and I can continue with the game, however, I can't select Environmental Station or even try and build a new one.

Also, in this release of Outposts - with the Trading feature, I can't change/select what I'm exporting. I have an import already selected, but I can't see what I'm exporting nor change it!
Edit - also, I have reported the Environmental Station bug several times in-game - Xbox One.
Are you on a fresh game post-update, or an old one? I haven't encountered the Enviro Station bug so far on Xbox.