Update 0.0.7 - Patch Notes (Final)
Jun 19, 2017 19:36:15 GMT
NaniFarRoad, Lankhor, and 3 more like this
Post by ScottFarRoad on Jun 19, 2017 19:36:15 GMT
This is the final, confirmed patch notes for pre-alpha update 0.0.7...
• New social issue: Slave owners have arrived at your town. Certain citizens will now attempt to enslave any unemployed citizen and use them as servants. Slave owners will gradually capture up to 5 people at once and have much happier lives as they abuse slaves to tend to their wishes. Slavery helps cure your unemployed citizens problem. However if a Slaver has taken a Slave, you cannot employ them to work for you. Judge Slavers at the Town Hall.
• Unemployed citizens are now more likely to misbehave. Having nothing to do all day now gives unemployed workers more time to get into trouble (or occasionally to do good). In short, having lots of unemployed people is more of a threat now so try to keep their numbers low.
• A timer has been added for dealing with social issues to add strategy. No longer can you deal with all issues in one go. Now you must pick and choose carefully what order to handle social issues in. What is the biggest problem in your town vs what do you feel most strongly about as a person? Even changing your mind about something activates the timer so pick wisely. This adds an element of progression to the game.
• You can now “Encourage” any social issue at the Town Hall if you want to see it occur more often. If you’re liberally-minded you might want to encourage social issues for better or worse. If you do so, you will now see citizens enact that issue more often. On top of that, word will spread of your leniency and entire groups of migrants will now flock to your town who wish to enact that issue. Your population will slowly start to reflect your values.
• New Social building: Information Station. You can’t encourage a town to do your will without promoting it and educating people – especially if your townsfolk disagree with what you're promoting. Currently for every 2 issues you encourage, you need to build 1 Information Station in order to make sure the message gets out to everybody. Workers here will make sure the Governor’s will is accepted no matter what it is.
• New Health building: Chemist. The Chemist is an advanced medical building. Chemist workers take medicinal herbs grown at your Greenhouse (if you have one) and convert them into useable homemade medicine. This medicine is then delivered to the Storehouse where medical workers come to collect it. Medical buildings with access to homemade medicine (or salvaged medicine) can heal people a lot more.
• New Functional building: Repair Shack. Every building in Atomic Society now has a chance to collapse unless you hire repair shack workers to keep the structures maintained. Hire enough workers and you’ll never have to worry about this. Unless you forget to keep building them or run out of workers…
• New Functional building: Giant Storehouse. Solve all your storage problems in one go, but beware that citizens need to access storehouses regularly, so don’t rely on these buildings.
• New Map: Wasteland. The seventh map has been added to the game. This is one of the largest maps in the game and offers that more classic “Fallout” style environment to try and build a town upon. A deep river cuts the landscape in two with only narrow land-bridges to get from one side to the other.
• News Feed has been added to the game. We have added a new element to the game that gives you a scrolling feed of information on what is unfolding in your town so you can keep on top of events. You can unpin and move this news feed around the screen wherever you want it. To “re-dock” it drag the tab down onto the needs panel and let go.
• New Social Issue: Vegetarianism. Nuclear war didn’t dissuade everybody of their earnest belief that meat is murder. Vegetarians will refuse to eat meat, even at the cost of starvation, and will also refuse to work at the livestock ranch for a certain time period. Do with them what you will.
• New social issue: Euthanasia. Some unhappy citizens just can’t cope and are thinking about ending it all. There is a slim chance they’ll get over this, but it’s more likely they’ll ask a doctor to kill them. You can’t punish a person who successfully commits suicide, but what will you do with those who assisted them in dying?
• New social issue: Drug Use. Certain citizens just can’t get enough of that new homemade medicine you’re producing and will steal it from the storehouse in exchange for a good time. The stims are so good drug-users can totally forget their needs and become some of the easiest citizens to look after in the game. If they don’t die of an overdose first. You decide.
• New social issue: Transgenderism. Now a minority of survivors identify with a different gender to their own and will seek to change their appearance if possible in order to increase their happiness. They will visit medical buildings and gradually transition. This will consume medicine from your medical buildings. If they have enough treatment, trans citizens swap character models. Later on, when we add procreation, this will affect their fertility too.
• Citizen Biographies. Every citizen now comes with a randomly generated biography. You can find this by right-clicking on them. This explains various things about them to add flavour and storytelling possibilities to the game. We will add more to this over time.
• Population cap increased. The amount of new content added to this version meant that the max population of 200 was no longer enough to explore the game. We have now boosted it to 250 so you can build larger towns.
• Story skeletons added to each level. Each map now has a skeleton hidden on it somewhere. These skeletons hold tattered journals with a few pages of the game’s backstory that explains how the world ended and what happened to people in the immediate aftermath, if you can find it.
• New song added to the soundtrack. Our composer came up with a new, ominous ambient song called All Days Must End this month and we liked it so much it’s been added to the game. It has also been added to Special Edition customers soundtrack download package.
• The first batch of sound effects have been added to the game. Some of you might have noticed how quiet the game was apart from ambient wind noises and the music. We have now implemented support for sound effects and began to add them in slowly. We will more and more in over time. The “effects” volume slider in options now works too.
• Prison workers improved. Prison workers now visibly collect food and water for the prisoners. Also, prisoners will starve to death if you can’t keep them alive. (Look for piles of corpses near the prison when times are hard.)
• Short prison sentence expanded. Now if you select this solution, certain criminals will find it pathetic and come out even more determined to cause mayhem. Lookout for these troublemakers if you pick the short prison sentence outcome.
• Decorative/Cosmetic buildings now have a little use. Now every time a citizen walks past a Decorative building there is a random chance for them to have one of their needs slightly boosted. This is called being refreshed. They see the artwork and forget their needs for a while. Try to place Decorative building near areas of high traffic for a chance to cheer up your people.
• New Decorative building: Planted Tree. A new Decorative building has been added: Planted Tree. Brighten up your town with some wilted, struggling to survive, vegetation.
• New ruin added: Abandoned missile silo. This ruin has been added to certain maps. This ruin marks the spot where the retaliation unfolded.
• Save game times have been improved. Although it still takes a while to save when your population is large, you should find it faster than the last version.
• An “Incoming” status has been added to buildings so you can see when a citizen is on their way to use it. This should help clarify any times when you thought a building had space inside but in reality it didn’t - it now shows you who's coming to visit and lets you focus the camera on them.
• Citizens now have a little taste when it comes to food and drink. They now and prefer certain types of food and drink over others. They prefer meat over vegetables (if they eat meat) and intact salvaged foods over any homegrown stuff.
• Many UI improvements. We’ve done a lot of minor tweaks that all add up to make a big difference. Too many list here, but you’ll probably notice a few of them at least.
• A pop-up congratulations message has been added when you get to 250/250 citizens. A little message now appears from the developers as a reward for getting a town going.
• Added new player alert messages to inform you of important things. You’ll notice these as you play, for example it will tell you if you try to drop off resources when you have none, or when the negative side-effect of a law occurs.
• You can now hide the UI with F11 for taking screenshots if you wish. This feature has now been implemented.
• Video options expanded. You can now disable/tweak many more graphical settings to suit taste or performance. Disabling them can seriously boost framerates or maybe you just hate one of them and want to switch it off?!
• Windowed mode has been implemented. You can now play the game in a resizable window on any part of your desktop. This is a little experimental so we look forward to feedback from players who can test it.
• A “skip music track” button has been added to the options screen. Press it if you dislike the song currently being playing (you monster).
• Framerate improvements. Players with old processors but relatively modern graphics cards should now see large increases in performance in big cities as we have moved animation priorities to the GPU.
• Loading screen tips now cycle every 5 seconds so you can learn more. And some new tips have been added as well.
• Rotating buildings has been rebound to Q and E by popular demand. (When we implement re-bindable controls you can set it to whatever you want of course.)
• The screen-shake when salvaging as the Town Leader has been toned down. It now only shakes when you start and finish to symbolise the leader climbing in and out of the ruin.
• The Town Hall Stats Screen text has been redone to make it more understandable. For example “dehydrated” has been renamed to “seeking drink” to make it clearer that although this citizen is thirsty, they may have other things to do before they go and get that drink and their life isn't in immediate danger.
• The entire UI has been redone to scale better. Everything will now appear at the right size for your monitor’s resolution automatically, no matter what it is. The UI scaling slider has been removed because it’s pointless now.
• Special Edition customer’s names added to the game. And we received a lot! See your name in glowing lights in the credits or parts of your name attached to a psychopath with diarrhoea in the game itself.
• Fixed: You now receive migrants right up to the population limit. It doesn’t stop at about 190 like it used to.
• Fixed: You can now open and close menus when the game speed is paused.
• Fixed: We detected a serious problem that stopped players from clicking on anything. This bug occurred if you tried to build something in Town Leader mode. It has now been solved. Thanks to our players for helping to track this one down!
• Fixed: The game was falsely reporting the Town Leader’s inventory was full when it wasn’t. The correct message now plays.
• Fixed: A bug that meant as soon as you converted your very first ruin, the citizens stopped following you. They now gather correctly around the new town centre.
• Fixed: Pressing P now sets game speed to 0, and does not open the escape menu.
• Fixed: The crematory and ruined playground were difficult to click on it. Now they aren’t.
• Fixed: Dead bodies are now also much easier to click on, making it much easier to see how they died.
• Fixed: Dead bodies were not visible after loading a save game. You will now see the corpses where they should be after loading a save.
• Fixed: Someone was re-dressing the dead and corpses were loading with the wrong clothing on. This has now been fixed.
• Fixed: You can now demolish decorative buildings.
• Fixed: Food and drink were restoring more than they should. They have been set to the right levels.
• Fixed: The shelter and morale need bars on the main UI were showing inaccurate results.
• Fixed: Citizen’s needs were still dropping while they were inside a building that boosted them. E.g. their morale was going down slightly while it was being boosted.
• Fixed: When you make something illegal, the tendency for others to enact that issue should go down but this was not always working. It is now.
• Fixed: A bug that meant children were spawning at stupidly low ages. A child must be 6 or above now at least. No more fully grown 1 year old's walking around.
• Fixed: Stopped citizens getting confused and becoming useless zombies if you blow up their house when they were on their way go and sleep in it.
• Fixed: A bug that was stopping crematory workers from taking a break to tend to their needs.
• Fixed: A bug where you would have a few unemployed workers even though you still needed workers somewhere.
• Fixed: Made it so town leader will not attempt to deposit items in storehouse if she isn't carrying anything
• Fixed: A crash with social issues being enacted after the town hall was destroyed.
• Fixed: A bug that bug with scavengers attempting to salvage buildings that were being converted and getting stuck inside.
Atomic Society - Update 0.0.7 Patch Notes
NEW FEATURES
• New social issue: Slave owners have arrived at your town. Certain citizens will now attempt to enslave any unemployed citizen and use them as servants. Slave owners will gradually capture up to 5 people at once and have much happier lives as they abuse slaves to tend to their wishes. Slavery helps cure your unemployed citizens problem. However if a Slaver has taken a Slave, you cannot employ them to work for you. Judge Slavers at the Town Hall.
• Unemployed citizens are now more likely to misbehave. Having nothing to do all day now gives unemployed workers more time to get into trouble (or occasionally to do good). In short, having lots of unemployed people is more of a threat now so try to keep their numbers low.
• A timer has been added for dealing with social issues to add strategy. No longer can you deal with all issues in one go. Now you must pick and choose carefully what order to handle social issues in. What is the biggest problem in your town vs what do you feel most strongly about as a person? Even changing your mind about something activates the timer so pick wisely. This adds an element of progression to the game.
• You can now “Encourage” any social issue at the Town Hall if you want to see it occur more often. If you’re liberally-minded you might want to encourage social issues for better or worse. If you do so, you will now see citizens enact that issue more often. On top of that, word will spread of your leniency and entire groups of migrants will now flock to your town who wish to enact that issue. Your population will slowly start to reflect your values.
• New Social building: Information Station. You can’t encourage a town to do your will without promoting it and educating people – especially if your townsfolk disagree with what you're promoting. Currently for every 2 issues you encourage, you need to build 1 Information Station in order to make sure the message gets out to everybody. Workers here will make sure the Governor’s will is accepted no matter what it is.
• New Health building: Chemist. The Chemist is an advanced medical building. Chemist workers take medicinal herbs grown at your Greenhouse (if you have one) and convert them into useable homemade medicine. This medicine is then delivered to the Storehouse where medical workers come to collect it. Medical buildings with access to homemade medicine (or salvaged medicine) can heal people a lot more.
• New Functional building: Repair Shack. Every building in Atomic Society now has a chance to collapse unless you hire repair shack workers to keep the structures maintained. Hire enough workers and you’ll never have to worry about this. Unless you forget to keep building them or run out of workers…
• New Functional building: Giant Storehouse. Solve all your storage problems in one go, but beware that citizens need to access storehouses regularly, so don’t rely on these buildings.
• New Map: Wasteland. The seventh map has been added to the game. This is one of the largest maps in the game and offers that more classic “Fallout” style environment to try and build a town upon. A deep river cuts the landscape in two with only narrow land-bridges to get from one side to the other.
• News Feed has been added to the game. We have added a new element to the game that gives you a scrolling feed of information on what is unfolding in your town so you can keep on top of events. You can unpin and move this news feed around the screen wherever you want it. To “re-dock” it drag the tab down onto the needs panel and let go.
• New Social Issue: Vegetarianism. Nuclear war didn’t dissuade everybody of their earnest belief that meat is murder. Vegetarians will refuse to eat meat, even at the cost of starvation, and will also refuse to work at the livestock ranch for a certain time period. Do with them what you will.
• New social issue: Euthanasia. Some unhappy citizens just can’t cope and are thinking about ending it all. There is a slim chance they’ll get over this, but it’s more likely they’ll ask a doctor to kill them. You can’t punish a person who successfully commits suicide, but what will you do with those who assisted them in dying?
• New social issue: Drug Use. Certain citizens just can’t get enough of that new homemade medicine you’re producing and will steal it from the storehouse in exchange for a good time. The stims are so good drug-users can totally forget their needs and become some of the easiest citizens to look after in the game. If they don’t die of an overdose first. You decide.
• New social issue: Transgenderism. Now a minority of survivors identify with a different gender to their own and will seek to change their appearance if possible in order to increase their happiness. They will visit medical buildings and gradually transition. This will consume medicine from your medical buildings. If they have enough treatment, trans citizens swap character models. Later on, when we add procreation, this will affect their fertility too.
• Citizen Biographies. Every citizen now comes with a randomly generated biography. You can find this by right-clicking on them. This explains various things about them to add flavour and storytelling possibilities to the game. We will add more to this over time.
• Population cap increased. The amount of new content added to this version meant that the max population of 200 was no longer enough to explore the game. We have now boosted it to 250 so you can build larger towns.
• Story skeletons added to each level. Each map now has a skeleton hidden on it somewhere. These skeletons hold tattered journals with a few pages of the game’s backstory that explains how the world ended and what happened to people in the immediate aftermath, if you can find it.
• New song added to the soundtrack. Our composer came up with a new, ominous ambient song called All Days Must End this month and we liked it so much it’s been added to the game. It has also been added to Special Edition customers soundtrack download package.
• The first batch of sound effects have been added to the game. Some of you might have noticed how quiet the game was apart from ambient wind noises and the music. We have now implemented support for sound effects and began to add them in slowly. We will more and more in over time. The “effects” volume slider in options now works too.
• Prison workers improved. Prison workers now visibly collect food and water for the prisoners. Also, prisoners will starve to death if you can’t keep them alive. (Look for piles of corpses near the prison when times are hard.)
• Short prison sentence expanded. Now if you select this solution, certain criminals will find it pathetic and come out even more determined to cause mayhem. Lookout for these troublemakers if you pick the short prison sentence outcome.
• Decorative/Cosmetic buildings now have a little use. Now every time a citizen walks past a Decorative building there is a random chance for them to have one of their needs slightly boosted. This is called being refreshed. They see the artwork and forget their needs for a while. Try to place Decorative building near areas of high traffic for a chance to cheer up your people.
• New Decorative building: Planted Tree. A new Decorative building has been added: Planted Tree. Brighten up your town with some wilted, struggling to survive, vegetation.
• New ruin added: Abandoned missile silo. This ruin has been added to certain maps. This ruin marks the spot where the retaliation unfolded.
• Save game times have been improved. Although it still takes a while to save when your population is large, you should find it faster than the last version.
• An “Incoming” status has been added to buildings so you can see when a citizen is on their way to use it. This should help clarify any times when you thought a building had space inside but in reality it didn’t - it now shows you who's coming to visit and lets you focus the camera on them.
• Citizens now have a little taste when it comes to food and drink. They now and prefer certain types of food and drink over others. They prefer meat over vegetables (if they eat meat) and intact salvaged foods over any homegrown stuff.
• Many UI improvements. We’ve done a lot of minor tweaks that all add up to make a big difference. Too many list here, but you’ll probably notice a few of them at least.
• A pop-up congratulations message has been added when you get to 250/250 citizens. A little message now appears from the developers as a reward for getting a town going.
• Added new player alert messages to inform you of important things. You’ll notice these as you play, for example it will tell you if you try to drop off resources when you have none, or when the negative side-effect of a law occurs.
• You can now hide the UI with F11 for taking screenshots if you wish. This feature has now been implemented.
• Video options expanded. You can now disable/tweak many more graphical settings to suit taste or performance. Disabling them can seriously boost framerates or maybe you just hate one of them and want to switch it off?!
• Windowed mode has been implemented. You can now play the game in a resizable window on any part of your desktop. This is a little experimental so we look forward to feedback from players who can test it.
• A “skip music track” button has been added to the options screen. Press it if you dislike the song currently being playing (you monster).
• Framerate improvements. Players with old processors but relatively modern graphics cards should now see large increases in performance in big cities as we have moved animation priorities to the GPU.
• Loading screen tips now cycle every 5 seconds so you can learn more. And some new tips have been added as well.
• Rotating buildings has been rebound to Q and E by popular demand. (When we implement re-bindable controls you can set it to whatever you want of course.)
• The screen-shake when salvaging as the Town Leader has been toned down. It now only shakes when you start and finish to symbolise the leader climbing in and out of the ruin.
• The Town Hall Stats Screen text has been redone to make it more understandable. For example “dehydrated” has been renamed to “seeking drink” to make it clearer that although this citizen is thirsty, they may have other things to do before they go and get that drink and their life isn't in immediate danger.
• The entire UI has been redone to scale better. Everything will now appear at the right size for your monitor’s resolution automatically, no matter what it is. The UI scaling slider has been removed because it’s pointless now.
• Special Edition customer’s names added to the game. And we received a lot! See your name in glowing lights in the credits or parts of your name attached to a psychopath with diarrhoea in the game itself.
NOTABLE BUG FIXES
• Fixed: You now receive migrants right up to the population limit. It doesn’t stop at about 190 like it used to.
• Fixed: You can now open and close menus when the game speed is paused.
• Fixed: We detected a serious problem that stopped players from clicking on anything. This bug occurred if you tried to build something in Town Leader mode. It has now been solved. Thanks to our players for helping to track this one down!
• Fixed: The game was falsely reporting the Town Leader’s inventory was full when it wasn’t. The correct message now plays.
• Fixed: A bug that meant as soon as you converted your very first ruin, the citizens stopped following you. They now gather correctly around the new town centre.
• Fixed: Pressing P now sets game speed to 0, and does not open the escape menu.
• Fixed: The crematory and ruined playground were difficult to click on it. Now they aren’t.
• Fixed: Dead bodies are now also much easier to click on, making it much easier to see how they died.
• Fixed: Dead bodies were not visible after loading a save game. You will now see the corpses where they should be after loading a save.
• Fixed: Someone was re-dressing the dead and corpses were loading with the wrong clothing on. This has now been fixed.
• Fixed: You can now demolish decorative buildings.
• Fixed: Food and drink were restoring more than they should. They have been set to the right levels.
• Fixed: The shelter and morale need bars on the main UI were showing inaccurate results.
• Fixed: Citizen’s needs were still dropping while they were inside a building that boosted them. E.g. their morale was going down slightly while it was being boosted.
• Fixed: When you make something illegal, the tendency for others to enact that issue should go down but this was not always working. It is now.
• Fixed: A bug that meant children were spawning at stupidly low ages. A child must be 6 or above now at least. No more fully grown 1 year old's walking around.
• Fixed: Stopped citizens getting confused and becoming useless zombies if you blow up their house when they were on their way go and sleep in it.
• Fixed: A bug that was stopping crematory workers from taking a break to tend to their needs.
• Fixed: A bug where you would have a few unemployed workers even though you still needed workers somewhere.
• Fixed: Made it so town leader will not attempt to deposit items in storehouse if she isn't carrying anything
• Fixed: A crash with social issues being enacted after the town hall was destroyed.
• Fixed: A bug that bug with scavengers attempting to salvage buildings that were being converted and getting stuck inside.