![]() The colonists working at the Burial Pit or the Cemetery now work better together.Fixed a bug that caused the game to show the text All Clear when attempting to place a building outside the colony grid.Fixes to the memory usage of the game, especially if starting a new game several times in a row.Previously this was not possible, instead, the camera would remain still until the menu was closed.Small changes to available specialists to select from as well.Īdded the ability to move around the colony while the Overlay Menu is open.The selections now represent better how the choices you make will impact your gameplay.This includes a new visual look as well as a prologue text giving you some background to what happened in the past.The Pregame selection screens have been reworked. For example, a Cookhouse with two workers will now work more smoothly as one worker will fetch the food and one will fetch the firewood required. Now all colonists working in the building can carry the resources if more than one resource is needed.Previously only one colonist would carry the resources to the building and other colonists would idle and wait.Reworked how colonists working in buildings that produce resources from other resources work if there are more than one colonist working. This means you can prevent all meals for example from being stored in a specific Food Storage. You can select separate food resources to be blocked from the storage or even based on the type of food.The Food Storage building also now has an “Allowed Resources” option. The categories should help with finding the correct entry quicker.The Help Menu now has a new look and the entries in it have been divided into different categories.Due to this change, a colonist suffering from Malnutrition will also lose health due to the condition and can eventually die from it.The system now works in a different way which ensures that colonists should not get the condition again quickly after being healed from it.Previously the system would work with one threshold which could cause a colonist to continually suffer from malnutrition, then be healed quickly but suffers from it again soon after being healed.The Malnutrition system has been reworked. The voiceovers have been added to different notifications, game phases, quests, and events.Īdded a new intro and entry videos and a new Main Menu background to the game.Your guards working at the gate can also get injured now during the gate combat.If the gate will be breached, the bandits attacking your colony will all spawn at the gate instead of around the colony as before.Bandit groups arriving at your gate will become more difficult over time as well.This means that it is more important to upgrade the gate and keep it manned to ensure bandits can’t get in – at least as easily. The end result of the gate combat now depends a lot more on the level of the gate, the health of the gate at the start of the combat, and the amount of guards working at the gate.While the combat at the gate still works similarly to how it was before, we have improved the UI to make it more clear.Gate Combat has been reintroduced to the game. If you complete the main quest, you will be able to either quit the game or keep playing with only Winter being a catastrophe that will occur in your colony.The main quest will guide you through a story of survival.As this is a new main quest, it will not block other side quests from appearing as before. ![]() The quest will trigger at a certain point in the game.Surviving The Aftermath Patch Notes – November 16, 2021 Today’s Surviving The Aftermath patch 1.0 will address a few of these issues.
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