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DavyDavy

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

We just released a new update for Surviving the Aftermath, called “Expeditions”. This update’s highlights are Vehicles, a feature that was highly requested by our community, and there is a lot of new content for you to try out!

With this update, your game version should be 1.3.0.5447 on PC and 1.3.0.33 on Xbox.



General

  • [Community request] Twitch integration allows viewers to interact with different options within the game.
    • Vote between different event results.
    • Vote for the next catastrophe to be unleashed upon the player.
  • New Tutorials added
    • Outposts, Vehicles, and Trading.
  • Improvements to Paradox and Xbox account linking user experience.
  • Fix to Forester and Trapper when the work area was placed into an empty area and caused incorrect behavior.
  • Societies are now randomly selected.
  • Empty portrait icons are now shown in survivor group information popup when there are no children or adults in the group.
  • Colonists that occupy houses and workplaces will now be highlighted when the building is selected.
  • [Community request] Improvements in the top bar.
    • Tools and Clothes now show the number of items that are about to break within a day.
    • Food growing in the fields is now separated from the Production number under the Food category.
Gameplay

  • Added the first version of drivable Vehicles.
    • Three different cars:
      • Hatchback: Fast but lowest amount of specialist slots.
      • Sedan: Improved version of the Hatchback with more specialist slots.
      • Station Wagon: the Largest amount of specialist slots but slow.
    • Cars can be found only on the world map.
    • Cars are broken when found and must be brought back to the colony before they can be used. Broken cars move at half their normal speed (AP).
    • To use a car, players need to move a specialist over it.
    • Players can click on the car to select specialists that are on board and issue an exit command.
    • Players can order the unit displayed on top to move away from the car.
    • This is the first iteration of this system, and it will be subject to change in future updates.
  • Added a new building for repairing vehicles and assembling teams to send out on the World Map: the Garage
    • This feature will be revisited in future updates.
    • Broken cars go directly into empty Garages and can’t be sent back to the World Map without repairing them first. If there is no empty garage space, the car stays on hold until a new garage is built.
    • A Garage can repair and store one car at a time.
    • Repairing cars consumes Fuel (new resource type).
    • Garages need specialists for repairs instead of colonists.
  • [Community request] Sunflower and Flax seeds added to make Oil and Fiber, respectively. This unlocks a new way to produce inedible resources on fields. Players can now balance between Food and production of other resources.
  • New techs
    • Biofuel Formula - Unlocks Refinery (Production category)
    • Motorized Exploration - Unlocks Garage (Exploration category)
  • Greatly improved and expanded Trading, which is now based on Reputation between a Society and the player’s Colony.
    • Reputation added as currency between societies.
      • Reputation is an individual face value between the colony and each society.
      • Doing favors (Selling resources) increases Reputation.
      • Requesting favors (Buying resources) costs Reputation.
    • Trades are completed in several small deliveries depending on the offer. The player can try to fulfill these requests bit by bit without having the full amount of resources simultaneously at hand.
      • Successfully fulfilling a request in time is rewarded with bonus Reputation.
      • Failing to fulfill the request results in a penalty depending on the size of the deal.
    • Fuel added as a tradeable resource.
    • Seeds and insect eggs can be bought from other societies.
  • Ten new events added.
Graphics

  • Trade routes are now shown as lines on the World Map, instead of just icons on top of Societies.
    • Players can now hover the cursor over the colony or another society to see currently active trade routes.
    • Import and export routes are shown separately.
  • Changed the way Specialists’ movement lines are rendered on the World Map.
  • Added ten completely new 3D models for Specialists based on Their archetypes (each archetype has a male and a female version):
    • Fighter
    • Scout
    • Scientist
    • Scavenger
    • Leader
  • Added three car models, one per type (listed above).
  • New buildings:
    • Garage
    • Refinery
  • Dead colonist corpses are shown as black boxes when they are carried.
  • Five new event illustrations added.
  • Added models for flax and sunflower fields.
  • Lines between sectors are now hidden on World Map.
  • The selected object outline now flashes instead of filling the object itself with plain color.
Balancing

  • Corpses eventually decay in the Burial. Once a corpse is decayed, the slot it was occupying becomes available.
  • Meteor Shower has fewer meteors but they’re much shorter and much more intense. This change also reduces performance impact, especially on Xbox.
  • Specialist Action Points reduced slightly to balance them with vehicles.
  • Specialist Scavenge and Research amount increased to compensate for AP reduction.
  • Tradable resource quantities balanced and prices added.
  • Starting reputations added to societies.
  • Rebalanced resources on the World Map and added Fuel.
  • Producing Clothing now costs three fibers instead of two – as Fiber is now more readily available.
  • Pandemics are now slightly more contagious and infections slower to treat.
  • Cabbage and Peanuts are now a lot faster to harvest to make them more desirable compared to other crops.
 
I just drove a car back to my settlement, but it disappeared once it went inside. Are we supposed to leave cars outside if we don't have a garage yet?

Edit: The patch notes say the car is on hold until a garage is built, I should have read that bit before posting :)
 
Is there a way that we can get resources laying at the gate moved to our warehouses, storehouses, etc? Has that been changed yet? I want to put everything into it's pretty place I designed :p

thanks for all the hard work! can't wait to try the new changes
 
  • [Community request] Improvements in the top bar.
    • Tools and Clothes now show the number of items that are about to break within a day.
    • Food growing in the fields is now separated from the Production number under the Food category.
Still no empty bed count :(:(
 
This game looks interesting. How much input do the early access players have towards desired changes and bugs?
 
This game looks interesting. How much input do the early access players have towards desired changes and bugs?
Lots. We're currently getting content updates once a month, and bug fixes as needed in between
 
This game looks interesting. How much input do the early access players have towards desired changes and bugs?

Like Gilgamoth wrote: a lot! For example, the changelog notes that start with "Community request" are specifically based on direct feedback from our players. Player feedback is taken into account overall too, but those are some very direct examples. :)
 
Cars don't seem to need fuel to be repaired so far - I've had 57 fuel for pretty much the whole game (165 days) and repaired seven cars with no fuel being used. They also seem to be Flintstones cars judging by the sound of footsteps when they drive away from the colony :)

Tha game has eaten a couple of my cars when they were in garages... the car model is missing and there's a partially-filled "repairing" icon showing at the garage. No specialists can be assigned to the missing vehicle, Demolishing and rebuilding the garage does not fix the issue.

Flax sounds great, but I'm 165 days in with no flax seeds being offered by the 5 societies on my map, and no gate encounters offering them. No soybeans either.
 
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This patch brought back the bug where specialists get stuck on the world map. Happened to me early in a game after attacking a bandit. Thankfully, I was still able to the save menu this time and reloading the game fixed the problem.
 
Hey there! Love the game so far, have been enjoying it since the start of the EA period. However, this patch seemed to have added a bug where the game sort of forgets there's a player with controls.

Decided on a fresh file for this new update and right after the first 10 minutes of the start it shut off the controls. The game still keeps running as if nothing happened but all controls are just shut off with no way of well.. Doing anything, including saving the game for a reload.

This has occurred on the Xbox version on a One X.

Negativity out of the way, love the game so far. Can't wait to see what it'll grow out to become! Definitely keep up the amazing updates! =)
 
Thanks for continually putting out updates and improving this game.

I've reported in-game that when I repair a car and access the world map,, all controls stopped and the only way to fix this was to restart my Xbox - and lost my game.

Also, I'm not getting this car thing? I can drive around, but I can't seem to get the specialists out so what's the point? For instance, leave the garage with a newly created team of 4 specialists, then head out into the countryside for a sunday drive, and alas, we can't exit the car, so the only thing we can do, is return.
What's the point? Am I missing something?

Also, why do some cars have 5 action points and another has 10? Is this the combined move of the players?
 
Thanks for continually putting out updates and improving this game.

I've reported in-game that when I repair a car and access the world map,, all controls stopped and the only way to fix this was to restart my Xbox - and lost my game.

Also, I'm not getting this car thing? I can drive around, but I can't seem to get the specialists out so what's the point? For instance, leave the garage with a newly created team of 4 specialists, then head out into the countryside for a sunday drive, and alas, we can't exit the car, so the only thing we can do, is return.
What's the point? Am I missing something?

Also, why do some cars have 5 action points and another has 10? Is this the combined move of the players?
Hi, double click on the car and the specialists can be ordered outside, albeit without walkingpoints. When they are outside, you have to wait for them to refresh :)
 
pls, pls add these 3 greatly missing things
1. rebuild to destroyed building, will save a lot of clicks with demolising and chosing same building/field agains
2. add cycling between buildg of same type ala tropico (will save a lot of time finding them all).
3. add some type of "filter" which will show us how big fertile is area for selected filed/work area ( red for no trees/food will grow there, green ideal) = will greatly help decide where to place work area for forester which plant trees (it is clear because of game generated at start, or it is some morphed non plantable terrain ala ruined houses?)
 
I have brought cars to the Colony and repaired them. I have fuel and have assigned healed specialists to the vehicles. However, even though the vehicles are "ready to go", they do not show up on the World Map to be utilized. Therefore, I have loaded an earlier save and will not waste my resources on vehicles until they are "fixed".
 
well i dont like the fact i cant use my car when on the map and my gate wont place i think u should be able to place the gate when u unlock it my people wont get out of the car to get stuff more radio stations the trappers should be able to go to the animal and bring it back and skin it and also i have my garage and refinery built and still no sunflowers i have build 2 garages and my cars are always spawning in them when i use one car but i think we need more cars and i am not able to vote on the catastrophes
 
pls, pls add these 3 greatly missing things

3. add some type of "filter" which will show us how big fertile is area for selected filed/work area ( red for no trees/food will grow there, green ideal) = will greatly help decide where to place work area for forester which plant trees (it is clear because of game generated at start, or it is some morphed non plantable terrain ala ruined houses?)

Use F11 IIRC. It shows the fertile areas in green. It has other functions too. Play with it and see for yourself.
 
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