Hello, Survivors!
Update 11: Quests will be adding, quests, new world map content, and more!
Your game version should be 1.11.0.7614.
General
- 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.
- 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.
- 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.
- You can toggle this on/off from the Controls tab from Settings.
Gameplay
- 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.
- 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.
- 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.
- 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.
- 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”.
- 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.
- 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.
- Currently only the Campsite is this kind of building, as the Stockpile and decorations still require the colonists to spend time building them.
Graphics
- 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.
- This is to reflect the addition of the Save Metadata.
