Survive and thrive in a post-apocalyptic future — resources are scarce, but opportunity calls! Build the ultimate disaster proof colony, protect your colonists, and restore civilization to a devastated world.
[h3]Base game[/h3]
[b]General[/b]
[list][*]Added 11 new achievements:[/list]
[list][list][*]Base game:[/list][/list]
[list][list][list][*]Doomsday is canceled - Complete the Doomsday Bunker Project.
[*]Choo-choo! - Escape the harsh winter by fixing the train in Cold Rush.
[*]Finnished - Survive in the Endless Winter scenario for 100 days.
[*]Tailored to fit - Survive until day 100 in a custom game.
[*]Customized calamities - Secret![/list][/list][/list]
[list][list][*] New Alliances DLC:[/list][/list]
[list][list][list][*]Undercover - Complete all four covert mission types.
[*]Best friends forever - Ally with a society.
[*]Binary world view - Secret!
[*]Diplomatic quarter - Have four embassies built at the same time.
[*]Dynamic Duo - Secret!
[*]Federation forever - Form the federation.[/list][/list][/list]
[list][*]Improved build menu performance dramatically.
[*]Fixed an issue that prevented loading a save if a resource box was out of colony bounds and the game was saved while a carrier was moving to pick up the box.[/list]
[b]Gameplay[/b]
[list][*]Replaced the “trade offers available” text in the society menu with “trade unavailable” when there aren't enough workers in a Trade Center.
[*]Double-clicking now works when overwriting a save game.
[*]Fixed an issue that caused some buildings to not receive resources from storages if request resources was used. This was the reason that Fuel was not always delivered properly to a Garage.
[*]Fixed an issue that caused up and down navigation to be inverted on a controller in request board.
[*]Fixed an issue that caused NPC animations to freeze in combat upon selecting a specialist.
[*]Fixed an issue that caused the camera to move to the wrong location when pressing the resource depleted notification.
[*]Added a missing text in French in the custom game pregame menu.[/list]
[b]Graphics[/b]
[list][*]Updated portraits for caribou, boar and bear in the world map.
[*]Added tooltips to colonists, resources and buildings tabs in the statistics menu.
[*]Fixed many text overflow issues in multiple languages.
[*]UI polish:
[list][*]Updated some tech icons in the tech tree.
[*]Added a black filler background to the society menu for ultrawide monitors.
[*]New icons for group health and animal attack in the world map UI panel.
[*]Many smaller button and text changes in world map panels.[/list]
[*]Added fake colonists to entertainment buildings and adjusted animations in them.
[*]Added fake workers to Forester, Maintenance Depot and Concrete Scavenger.[/list]
[h3]New Alliances[/h3]
[b]General[/b]
[list][*]Added a tooltip to the society menu that displays information about embassy bonus buildings.
[list][*]It should now provide an easy way to see information about different buildings when allying with a society.[/list]
[*]Fixed an issue that prevented loading a save caused by a roaming bandit spawning incorrectly.[/list]
[b]Gameplay[/b]
[list][*]Rival reputation gain is now visible when failing or declining a society request and in the world map when hovering over a request location.
[*]Added reputation markers and player/rival reputation amounts in the society menu’s reputation bar.
[*]Fixed an issue that caused society convoys to move out of bounds.
[*]Rewards from society requests are now visible after forming the federation.
[*]Fixed an issue that caused the carrier count to increase visually when adding and removing workers in the Academy building.
[*]Roaming NPCs in the World Map now face the way they’re moving.
[*]Replaced generic specialist mission accomplished sounds with a voice-over for covert missions.
[*]Added sound to Bomb Bunker.[/list]
[b]Graphics[/b]
[list][*]UI polish:
[list][*]Changed the coloring and reduced the size of roaming unit’s path indicator.
[*]Reduced the size of request, animal and convoy floaters in the world map.
[*]Many smaller button and text changes in New Alliances related menus.[/list]
[*]New Alliances building polish:
[list][*]Fixed icicle placement on Society Depot.
[*]Texture changes to most New Alliances buildings.
[*]Reduced the size of outposts in the world map.
[*]Added a missing material in Bomb Bunker.[/list][/list]
[b]Balance Adjustments[/b]
[list][*]Reduced silver from scavenging locations.
[*]Increased New Alliance tech costs.
[*] Requests and reputation:
[list][*]Patrol and Teach loan request sector triggers lowered.
[*]Lowered individual request type cooldowns across the board.
[*]Increased rival rep gains from failed requests (by quite some margin).
[*]Decreased the cooldown to spawn new requests.
[*]Increased Rival reputation gains from failed requests across the board.
[*]Altered request rewards to less silver and more other resources.
[*]Reduced combat and loan requests slightly, increased build requests slightly (via cooldowns).
[*]Reduced timeouts on almost all requests, so there’s less time completing them (esp. loans).[/list]
[*]Covert Missions:
[list][*]Player:[list]
[*]Increased damage specialists take from failed covert missions.
[*]Increased covert mission duration for theft and steal research mission types.
[*]Reduced archetype bonus in covert missions from 85% to 75%.
[*]Reduced base covert mission success chance from 60% to 55%.
[*]Increased duration a specialist spends on a loan request.[/list]
[*]Hostile society & rival:
[list][*]Increased minimum silver amount stolen in Theft.
[*]Increased chances to identify the culprit, especially if the hostile mission failed.
[*]Decreased rival's mission cooldowns.[/list][/list]
[*]Society rewards:
[list][*]New Alliances building repair resources updated to use higher tier resources in most cases.
[*]Added pollution to Chemville's tradable goods.
[*]Increased Nuclear Plant’s initial resource request amount.[/list]
[*]Society buildings:
[list][*]Removed tools from greenhouse society building recipe and increased plastic required.[/list]
[*]Population and federation:
[list][*]Increased minimum rival population slightly.[/list]
[*]Roaming units:
[list][*]Reduced the amount of roaming animals.
[*]Decreased the cooldown for spawning society convoys.[/list][/list]