Post by ScottFarRoad on May 12, 2018 15:47:27 GMT
Here's the most important additions to version 0.0.9...
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Atomic Society 0.0.9 Patch Notes (Final)
• There is now an end-game challenge in the form of Raiders. Towards the end of the game, when your town is more established, a group of Raiders will contact you. They will see your town as a threat and make certain demands of you. They can demand supplies, people, or even make you a change law they find immoral. You can choose to do what they say, or ignore them. If you agree to their demands, you'll have to give them what they want. If you refuse they will start to "raid" you. There is no combat involved. Think of it more like a mini-disaster that strikes your town that can cause damage and death. This will happen a few times until they give you a chance to submit again. Over time you can build up defences, and these Raiders will no longer be able to harass you.
• New Guard Tower structure added. You will now be able to build Guard Towers. Guard Towers are the primary way to keep out Raiders, but they are expensive and need to be upgraded with weapons before they work at maximum strength. Guard Towers defend any buildings near to them (you can see their range while placing one) so it will be necessary to plan your town around them.
• New Weaponsmith building and Salvaged Weapons resource added. The new Weaponsmith building will convert salvaged metal into home-made weapons, which can be used to upgrade your Guard Towers. This consumes a lot of metal so be careful when you build one and how many people work there. However, to make things a little easier, your scavengers will now start to find salvaged weapons in ruins, and these can also be used to upgrade Guard Towers.
• Large ruins can now be converted into Garrisons. It is now possible to convert large ruins into 3 things: storehouses, houses, or garrisons. A garrison is just like a Guard Tower, except it doesn't need repairs (ruins don't need repairs) and it has a large protection radius because it's bigger. This adds more strategy to converting ruins.
• New Enforcer Outpost building added. We have made it so you can now only build 1 Town Hall per town in order to keep that building special and added a new Enforcer Outpost building instead. Think of this building like a mini-police station. The workers here arrest criminals just like workers at the Town Hall do, the only difference is this building is smaller and cheaper.
• New Elder’s End structure and Hope Rating added. A new building has been added to the game for those who care about keeping everybody happy and really want to try and make the more comfortable town possible. The Elder's End is a building where the oldest citizens in your town will go to die. Obviously for someone to end up here, they must survive a long time, so that shows you've designed a good town. When citizens die in an Elder's End building, the Hope Rating of your whole town will increase. Hope Rating is a new score system we've added to the game (it replaces Approval Rating). In other words, when citizens make it to old age and die, it gives everybody hope they might actually die of natural causes for a change! If people die young and it could've been prevented, Hope goes down. There is no punishment for having a low Hope Rating though, it's just a personal score.
• Cannibalism social issue added to the game. Some of the survivors who come to your town will now be cannibals. Cannibals like to dine on corpses around your town, which fills up their hunger meter. Unfortunately this also upsets a lot of people who don't like seeing their relatives get eaten in the streets. Upset citizens gain the "Distressed" status effect and will be too distressed to work for a few days. It's up to you whether the food and corpse-cleaning of Cannibals is worth upsetting the rest of your people.
• You can now make larger towns of up to 300 citizens. We have slightly increased the population cap of the game, so you can now fit an extra 50 citizens into your town before you have "completed" the game. This will mean you need slightly bigger towns and might get 30-60 minutes of extra gameplay (though you're welcome to keep playing after hitting the cap). Be aware that bigger towns means the game will be more demanding on slower computers.
• Custom Difficulty Mode added. You can now edit the game’s difficulty in various ways to customise the experience for yourself. You can choose how many survivors to start with, and how desperate migrants will be, and how long dead bodies remain on the ground for. If you want to experience starting all on your own, or you don’t like all the corpses and want to get rid of that aspect of the game, now you can. We will add in more custom options later on.
• Town Leader upgrade system added. Manually salvaging for supplies has been made more rewarding now as you can occasionally find upgrades for your Leader. We have hidden various items, including items like backpacks that boost your inventory size. Each time you salvage a ruin you’ve got a low chance to find one as you play the game. There are 4 upgrades to collect for your Town Leader in total.
• Prisons and Punishment Centres now drain the morale of anybody who is too close to them. This will force you to be more cautious where you build them as these buildings now depress your citizens (drains their morale much faster). Citizens who affected by this will have the “Grim Surroundings” effect on their Info tab.
• The Town Hall and Tavern now effect on how frequently citizens commit social issues. The Town Hall will now make it less likely citizens near to it will commit social issues. However, on the other hand, the wild atmosphere of the Tavern makes it more likely citizens will commit social issues near it, so be careful where you put it!
• Added ability to select leader’s hairstyle. We've added the ability to cycle through different hairstyles when making your Town Leader character at the start of the game. There are currently 2 choices for males, and 2 for females. We’ll add in more later.
• New random name generator buttons when making a character. New buttons have been added to the character creation screen that generate random name and age for your Leader. These names are pulled from the same list as those citizen use, so Special Edition player names might be in there. We hope this helps people who struggle to name their characters!
• New optional camera system mode for Town Leader. By popular demand, we have now included a new interface option for players. If you turn this on, the camera will stop “snapping” or locking-onto the Town Leader when you give them an order so you can stay in Overview Mode while giving orders and move your Leader around kind of like an RTS unit.
• New button to cycle through buildings with locked worker slots added. A new button has been added in the bottom right of the screen that makes the camera cycle through all buildings that have locked employee slots so you can quickly find these buildings and access their menus. No need to manually go through all your workplaces anymore!
• New button to snap the camera back to your town centre added. You’ll find this on the main UI panel. It should come in handy if you get lost (or the camera gets stuck in a wall!). This is the same functionality as pressing the Home key on your keyboard, we've just added a button for it.
• New story box added at the start of a new game. Shortly after you start playing, a text box will pop up to fill in some of the gaps of the story, such as how your character left the bunker and ended up with a group of starving survivors. This is primarily a feature for first-time players and can be disabled in Interface options.
• Tips box added to the game. You’ll find it in the top right of the screen. It contains gameplay tips and advice on more advanced systems to help beginners.
• Days Survived stat added to all citizens. All citizens now have a new entry on their Info tab showing how long they’ve survived in your town.
• Crematory improved. Crematory workers have been tweaked so they now pick up corpses according to how close they are to the building, not by how old the corpse is. Bear this in mind when placing the building.
• Several improvements to UI. The clarity and readability of the UI has been generally improved in various ways and all text has been made easier to read. Also, you can now tab through the entry fields on the Town Leader creation screen. New buttons have been added to make repairing buildings manually more straightforward and intuitive. We have also added a button to exit buildings when you are helping build them (rather than having to move the leader).
• Tooltip improvements. Empty ruins now have a tooltip that says “No useful salvage left inside!” if you try to mouse over them. Various tooltips have been clarified or tweaked to help explain features more clearly.
• New annual celebration message. The game now congratulates you each time a new year rolls by!
• Some buildings have received minor cosmetic improvements. The placeholder art for the livestock cows has been updated. The theatre has gained some props, the ruined church has a bell, etc…
• More sound effects added. New sounds have been added to certain UI actions in order to make them more satisfying. Bells now ring out when you implement a new law for example.
Bug Fixes/Tweaks
• Fixed the Luxury Tower building not boosting shelter as much as it should’ve.
• Fixed the entrance to the first-aid tent flickering at certain camera angles.
• Fixed audio pops and glitches in the forest background ambience.
• Various typos corrected.
• Made it so the game now automatically goes to speed 1 when a the end-game message pops up so you have time to read it!
• Game now automatically unpauses if you try to build something.
• Changed the date stamp on the news feed so it is now more logical.
• Several potential, rare crashes fixed.
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Atomic Society 0.0.9 Patch Notes (Final)
• There is now an end-game challenge in the form of Raiders. Towards the end of the game, when your town is more established, a group of Raiders will contact you. They will see your town as a threat and make certain demands of you. They can demand supplies, people, or even make you a change law they find immoral. You can choose to do what they say, or ignore them. If you agree to their demands, you'll have to give them what they want. If you refuse they will start to "raid" you. There is no combat involved. Think of it more like a mini-disaster that strikes your town that can cause damage and death. This will happen a few times until they give you a chance to submit again. Over time you can build up defences, and these Raiders will no longer be able to harass you.
• New Guard Tower structure added. You will now be able to build Guard Towers. Guard Towers are the primary way to keep out Raiders, but they are expensive and need to be upgraded with weapons before they work at maximum strength. Guard Towers defend any buildings near to them (you can see their range while placing one) so it will be necessary to plan your town around them.
• New Weaponsmith building and Salvaged Weapons resource added. The new Weaponsmith building will convert salvaged metal into home-made weapons, which can be used to upgrade your Guard Towers. This consumes a lot of metal so be careful when you build one and how many people work there. However, to make things a little easier, your scavengers will now start to find salvaged weapons in ruins, and these can also be used to upgrade Guard Towers.
• Large ruins can now be converted into Garrisons. It is now possible to convert large ruins into 3 things: storehouses, houses, or garrisons. A garrison is just like a Guard Tower, except it doesn't need repairs (ruins don't need repairs) and it has a large protection radius because it's bigger. This adds more strategy to converting ruins.
• New Enforcer Outpost building added. We have made it so you can now only build 1 Town Hall per town in order to keep that building special and added a new Enforcer Outpost building instead. Think of this building like a mini-police station. The workers here arrest criminals just like workers at the Town Hall do, the only difference is this building is smaller and cheaper.
• New Elder’s End structure and Hope Rating added. A new building has been added to the game for those who care about keeping everybody happy and really want to try and make the more comfortable town possible. The Elder's End is a building where the oldest citizens in your town will go to die. Obviously for someone to end up here, they must survive a long time, so that shows you've designed a good town. When citizens die in an Elder's End building, the Hope Rating of your whole town will increase. Hope Rating is a new score system we've added to the game (it replaces Approval Rating). In other words, when citizens make it to old age and die, it gives everybody hope they might actually die of natural causes for a change! If people die young and it could've been prevented, Hope goes down. There is no punishment for having a low Hope Rating though, it's just a personal score.
• Cannibalism social issue added to the game. Some of the survivors who come to your town will now be cannibals. Cannibals like to dine on corpses around your town, which fills up their hunger meter. Unfortunately this also upsets a lot of people who don't like seeing their relatives get eaten in the streets. Upset citizens gain the "Distressed" status effect and will be too distressed to work for a few days. It's up to you whether the food and corpse-cleaning of Cannibals is worth upsetting the rest of your people.
• You can now make larger towns of up to 300 citizens. We have slightly increased the population cap of the game, so you can now fit an extra 50 citizens into your town before you have "completed" the game. This will mean you need slightly bigger towns and might get 30-60 minutes of extra gameplay (though you're welcome to keep playing after hitting the cap). Be aware that bigger towns means the game will be more demanding on slower computers.
• Custom Difficulty Mode added. You can now edit the game’s difficulty in various ways to customise the experience for yourself. You can choose how many survivors to start with, and how desperate migrants will be, and how long dead bodies remain on the ground for. If you want to experience starting all on your own, or you don’t like all the corpses and want to get rid of that aspect of the game, now you can. We will add in more custom options later on.
• Town Leader upgrade system added. Manually salvaging for supplies has been made more rewarding now as you can occasionally find upgrades for your Leader. We have hidden various items, including items like backpacks that boost your inventory size. Each time you salvage a ruin you’ve got a low chance to find one as you play the game. There are 4 upgrades to collect for your Town Leader in total.
• Prisons and Punishment Centres now drain the morale of anybody who is too close to them. This will force you to be more cautious where you build them as these buildings now depress your citizens (drains their morale much faster). Citizens who affected by this will have the “Grim Surroundings” effect on their Info tab.
• The Town Hall and Tavern now effect on how frequently citizens commit social issues. The Town Hall will now make it less likely citizens near to it will commit social issues. However, on the other hand, the wild atmosphere of the Tavern makes it more likely citizens will commit social issues near it, so be careful where you put it!
• Added ability to select leader’s hairstyle. We've added the ability to cycle through different hairstyles when making your Town Leader character at the start of the game. There are currently 2 choices for males, and 2 for females. We’ll add in more later.
• New random name generator buttons when making a character. New buttons have been added to the character creation screen that generate random name and age for your Leader. These names are pulled from the same list as those citizen use, so Special Edition player names might be in there. We hope this helps people who struggle to name their characters!
• New optional camera system mode for Town Leader. By popular demand, we have now included a new interface option for players. If you turn this on, the camera will stop “snapping” or locking-onto the Town Leader when you give them an order so you can stay in Overview Mode while giving orders and move your Leader around kind of like an RTS unit.
• New button to cycle through buildings with locked worker slots added. A new button has been added in the bottom right of the screen that makes the camera cycle through all buildings that have locked employee slots so you can quickly find these buildings and access their menus. No need to manually go through all your workplaces anymore!
• New button to snap the camera back to your town centre added. You’ll find this on the main UI panel. It should come in handy if you get lost (or the camera gets stuck in a wall!). This is the same functionality as pressing the Home key on your keyboard, we've just added a button for it.
• New story box added at the start of a new game. Shortly after you start playing, a text box will pop up to fill in some of the gaps of the story, such as how your character left the bunker and ended up with a group of starving survivors. This is primarily a feature for first-time players and can be disabled in Interface options.
• Tips box added to the game. You’ll find it in the top right of the screen. It contains gameplay tips and advice on more advanced systems to help beginners.
• Days Survived stat added to all citizens. All citizens now have a new entry on their Info tab showing how long they’ve survived in your town.
• Crematory improved. Crematory workers have been tweaked so they now pick up corpses according to how close they are to the building, not by how old the corpse is. Bear this in mind when placing the building.
• Several improvements to UI. The clarity and readability of the UI has been generally improved in various ways and all text has been made easier to read. Also, you can now tab through the entry fields on the Town Leader creation screen. New buttons have been added to make repairing buildings manually more straightforward and intuitive. We have also added a button to exit buildings when you are helping build them (rather than having to move the leader).
• Tooltip improvements. Empty ruins now have a tooltip that says “No useful salvage left inside!” if you try to mouse over them. Various tooltips have been clarified or tweaked to help explain features more clearly.
• New annual celebration message. The game now congratulates you each time a new year rolls by!
• Some buildings have received minor cosmetic improvements. The placeholder art for the livestock cows has been updated. The theatre has gained some props, the ruined church has a bell, etc…
• More sound effects added. New sounds have been added to certain UI actions in order to make them more satisfying. Bells now ring out when you implement a new law for example.
Bug Fixes/Tweaks
• Fixed the Luxury Tower building not boosting shelter as much as it should’ve.
• Fixed the entrance to the first-aid tent flickering at certain camera angles.
• Fixed audio pops and glitches in the forest background ambience.
• Various typos corrected.
• Made it so the game now automatically goes to speed 1 when a the end-game message pops up so you have time to read it!
• Game now automatically unpauses if you try to build something.
• Changed the date stamp on the news feed so it is now more logical.
• Several potential, rare crashes fixed.