Post by ScottFarRoad on Feb 28, 2017 20:30:57 GMT
We've poured as much as we can into Update 6 now, so here are the current patch notes for Update 6, revealing all that's coming your way in the not-too-distant future. Naturally, there is a chance 1-2 features in this list will miss Update 6 if pesky bugs present themselves, so take this with a grain of salt, but most of this is working already, and the majority of it should be coming to you at some point in March/Early April...
Atomic Society Pre-Alpha - Update 6 - Patch Notes (Tentative)
Note: Due to being a pre-alpha in constant flux and so much being added, old save games are not compatible with this version. You will need to start a fresh town when you download it.
New Content
• Long and short prison sentences added. You now have the option to lock up your citizens as well as execute them.
• New building added: Prison. Required to lock up citizens. Requires food to feed its inmates.
• Difficulty settings added. You can now choose easy, medium, or hard. Difficulty settings currently affects how much loot your character starts with, and how happy citizens are at the start.
• Execution solution expanded. Choosing to execute people for certain issues now scares the entire population, reducing the chance all people who might commit that same issue will want to do so. E.g. execute murderers and all potential murderers will be more wary of killing people. In addition to that, the Execution solution now has a negative side-effect: there is a chance innocent people being killed for crimes they did not commit! You will be told when this sad event occurs.
• New building added: Latrine. Ensure that your town has enough public toilets or have a rather smelly (and potentially fatal) health risk on your hands as citizens catch faecal diseases.
• 3 new cosmetic buildings added to pretty up your town – statue, public artwork, and flaming torch. Give your town that bit more atmosphere.
• New location added. You can now choose to build a city on a frozen island in the middle of the ocean if you’re feeling hardy.
• New atmospheric synth song added to the soundtrack – Nuclear Nights, by our composer Dawid Dahl.
• Citizens now age and have an increasing chance to die after they turn 70.
• Your Town Leader can now destroy items in his or her inventory, similar to how you can with the storehouse. Useful if you salvage a bunch of junk you don't want to take back to town.
• Improvements to salvaging as the Town Leader. The Town Leader will now salvage continuously until his or her inventory is full. (No need to keep clicking the salvage button anymore!)
• Citizens now use the best/nearest shelter to them. There’s no need to wait for them to traipse halfway across the map to go to their first home. This removes a big bottleneck in gameplay.
• New “Culture Critic” effect added. Citizens are now fussy about the morale structures you make. If you build too many of one type of morale structure, a percentage of your citizens will now disapprove and gain significantly less morale in future. Check your Town Hall stats screen to keep on top of this.
• The UI for the game has been completely rebuilt from scratch to make the whole game more stable, faster, and prettier. You should notice many improvements to every aspect of the UI when you next play and many UI-related bugs have been fixed in the process.
• The UI can now be re-scaled to suit your preference. You’ll find this in the options screen.
• Selection highlighter added. Adds a radioactive glow to anything you have currently selected.
• Mouse cursor now indicates when you have moused over something interactive.
• New pause button added to the UI (pressing P as a shortcut still works).
• We're testing out the hospital building being locked until your town is half a year old to boost the feeling that your town is evolving over time and because this building is so powerful. (The excuse for this is that it takes 6 months for your survivors to master wasteland medicine.)
• Improved auto-employ system again. You can now block off slots if you only want X number of workers at a building.
• The game now warns you when all your storehouses are full.
• Made it so you can build structures much closer to each other for more compact/realistic towns.
• Added a monitor select to the video options so players can choose what display to show the game on more easily.
• Upgraded game engine to Unity 5.5. Players may see performance increases and minor visual improvements.
• Several more Special Edition customer's names have been added to the game and credits.
Notable Bug Fixes:
• Fixed: Issue with auto-employ that stopped it hiring new migrants.
• Fixed: Moving cloud system was not appearing correctly. All maps should now have moving clouds.
• Fixed: Menu issue that made it hard to click on an item that was behind another item.
• Fixed: Menu issue that would cause a building to be placed instantly.
• Fixed: Bug with migrant spawning that meant they only ever came from one direction. They now approach from various spots on the map.
• Fixed: Typing in your town name using WASD keys no longer moves the camera.
• Fixed: Children and engineers were being counted as unemployed even though you cannot hire them.
• Fixed: Dead bodies were rotting on the ground for a different time depending on how high you had the game speed. They now disappear after 60 in-game days regardless.
• Fixed: Migrants were always arriving with 100% needs regardless. This now differs according to difficulty.
• Fixed: Menu items would sometimes appear on the screen when the game first loaded before you could even use them.
Known Issues:
• Pathfinding Problems: There is an issue where citizens can walk through buildings. This only affects gameplay if they die while they happen to be walking through a building. Their corpse will spread the plague so you'll need to destroy the building they died under so the crematory workers can get to them. This doesn’t have very often, but it’s something to be aware of if you see crematory workers beside a building and not moving.
• Citizens do not physically change when they age up. We didn’t have time to finish this. At the moment citizens age up and die when they get old, but they don’t gain grey hair, etc (which is planned).
Atomic Society Pre-Alpha - Update 6 - Patch Notes (Tentative)
Note: Due to being a pre-alpha in constant flux and so much being added, old save games are not compatible with this version. You will need to start a fresh town when you download it.
New Content
• Long and short prison sentences added. You now have the option to lock up your citizens as well as execute them.
• New building added: Prison. Required to lock up citizens. Requires food to feed its inmates.
• Difficulty settings added. You can now choose easy, medium, or hard. Difficulty settings currently affects how much loot your character starts with, and how happy citizens are at the start.
• Execution solution expanded. Choosing to execute people for certain issues now scares the entire population, reducing the chance all people who might commit that same issue will want to do so. E.g. execute murderers and all potential murderers will be more wary of killing people. In addition to that, the Execution solution now has a negative side-effect: there is a chance innocent people being killed for crimes they did not commit! You will be told when this sad event occurs.
• New building added: Latrine. Ensure that your town has enough public toilets or have a rather smelly (and potentially fatal) health risk on your hands as citizens catch faecal diseases.
• 3 new cosmetic buildings added to pretty up your town – statue, public artwork, and flaming torch. Give your town that bit more atmosphere.
• New location added. You can now choose to build a city on a frozen island in the middle of the ocean if you’re feeling hardy.
• New atmospheric synth song added to the soundtrack – Nuclear Nights, by our composer Dawid Dahl.
• Citizens now age and have an increasing chance to die after they turn 70.
• Your Town Leader can now destroy items in his or her inventory, similar to how you can with the storehouse. Useful if you salvage a bunch of junk you don't want to take back to town.
• Improvements to salvaging as the Town Leader. The Town Leader will now salvage continuously until his or her inventory is full. (No need to keep clicking the salvage button anymore!)
• Citizens now use the best/nearest shelter to them. There’s no need to wait for them to traipse halfway across the map to go to their first home. This removes a big bottleneck in gameplay.
• New “Culture Critic” effect added. Citizens are now fussy about the morale structures you make. If you build too many of one type of morale structure, a percentage of your citizens will now disapprove and gain significantly less morale in future. Check your Town Hall stats screen to keep on top of this.
• The UI for the game has been completely rebuilt from scratch to make the whole game more stable, faster, and prettier. You should notice many improvements to every aspect of the UI when you next play and many UI-related bugs have been fixed in the process.
• The UI can now be re-scaled to suit your preference. You’ll find this in the options screen.
• Selection highlighter added. Adds a radioactive glow to anything you have currently selected.
• Mouse cursor now indicates when you have moused over something interactive.
• New pause button added to the UI (pressing P as a shortcut still works).
• We're testing out the hospital building being locked until your town is half a year old to boost the feeling that your town is evolving over time and because this building is so powerful. (The excuse for this is that it takes 6 months for your survivors to master wasteland medicine.)
• Improved auto-employ system again. You can now block off slots if you only want X number of workers at a building.
• The game now warns you when all your storehouses are full.
• Made it so you can build structures much closer to each other for more compact/realistic towns.
• Added a monitor select to the video options so players can choose what display to show the game on more easily.
• Upgraded game engine to Unity 5.5. Players may see performance increases and minor visual improvements.
• Several more Special Edition customer's names have been added to the game and credits.
Notable Bug Fixes:
• Fixed: Issue with auto-employ that stopped it hiring new migrants.
• Fixed: Moving cloud system was not appearing correctly. All maps should now have moving clouds.
• Fixed: Menu issue that made it hard to click on an item that was behind another item.
• Fixed: Menu issue that would cause a building to be placed instantly.
• Fixed: Bug with migrant spawning that meant they only ever came from one direction. They now approach from various spots on the map.
• Fixed: Typing in your town name using WASD keys no longer moves the camera.
• Fixed: Children and engineers were being counted as unemployed even though you cannot hire them.
• Fixed: Dead bodies were rotting on the ground for a different time depending on how high you had the game speed. They now disappear after 60 in-game days regardless.
• Fixed: Migrants were always arriving with 100% needs regardless. This now differs according to difficulty.
• Fixed: Menu items would sometimes appear on the screen when the game first loaded before you could even use them.
Known Issues:
• Pathfinding Problems: There is an issue where citizens can walk through buildings. This only affects gameplay if they die while they happen to be walking through a building. Their corpse will spread the plague so you'll need to destroy the building they died under so the crematory workers can get to them. This doesn’t have very often, but it’s something to be aware of if you see crematory workers beside a building and not moving.
• Citizens do not physically change when they age up. We didn’t have time to finish this. At the moment citizens age up and die when they get old, but they don’t gain grey hair, etc (which is planned).