After The Collapse 0.5.8 Released

Yes, finally an update. I know, it took a while.  I thought I could wait until 0.6 was out.  But, so much was added to the 0.5 branch that I might as well release it now.

As you can see, I am also resuming the tradition of posting release updates on the website itself. As we’re publishing to multiple, competing stores who forbid from cross-linking and that writing the exact same post multiple times has very little appeal to me, it’s just easier this way. The update will be released around today on the stores we’re on.

Anyway, let’s get to this release!

Summary

Well, for once, it’s quite difficult to summarize this update. There’s a bit of everything as it was mostly done on the side (or for the needs) of the major 0.6 update that’s coming soon. Still, we can sort all that into 4 categories. As usual, the complete changelog is at the end of the post.

Game Content

Our main new feature is that the content of buildings is now hidden until you’ve explored them room by room. Additionally, some of the rooms might contain hostile creatures (in-game, called an infestation). This feature is entirely optional, you can disable the fog of war and set the amount of enemies in the settings. With the default settings, all rooms are hidden and a few will contain one or two creatures (giant animal or zombies for now). The general idea is to make it slightly more difficult to access resources and to familiarize the player with the combat system in a controlled environment. Also, for the more experienced players, pushing every slider to the max will force them to rely on low tier tech for a while, offering a decent challenge in the process.

The path-finder has also been improved in a significant way. Survivors will pretty much always take the shortest path between two points now, even when moving across layers. That should make them more efficient in general as less time is being wasted moving around. It also takes the system above into account. Your peons won’t enter an unexplored room (potentially full of enemies) without being specifically ordered to.

There’s a few other tweaks, but those two are the major points.

Ease of Use / User Interface

Our everlasting quest to build a practical interface continues with a few small but important tweaks! You no longer need to “disassemble” the grass or wait for debris and blood to disappear before being allowed to build something. Instead, you can just place the building, and the grass, blood or debris will automatically be removed. The way I do it is a bit “dirty” (the grass will immediately disappear when placing the “ghost” on the ground) but it works.

The butcher shop got its own menu as a “all-in-one” stop to monitor and butcher your cattle. It’s useful if you have a lot of different pastures. And last but not least, in combat/alert mode, the weapons equipped by your militia is shown as an overlay (replacing the crossed swords). It’s a very small change, but it makes it much easier to manage your militia during a combat.

Graphics & Rendering

Firstly, items are properly layered. In other words it means that you’ll no longer see grass over trees and other weird things with a faulty perspective. Trees branches will be over your survivors, chairs are under tables, grass is under everything else,  and so on. Even items on the same tile are properly ordered. It might seem small, but it’s a very important change. It gives me a lot more leeway to improve and add details to the scene in the future (and in this update).

Thanks to this new layering system I added and improved a few things. Blood splatters during combat are more frequent, much better looking and more varied. They are properly displayed under people instead of randomly. And like every “debris” type, they now fade-out instead of blinking out of existence. Secondly, I added some details to the map generation. Caverns and sewers get a bunch of spider webs all over the place. On the surface, rooms might get large bloody decals (frequency is based on how damaged is map, the lower the resource slider is, the more decals). Roads and pavement get cracks and car wrecks. It’s just a start, of course, the layering system and the ability to “build free” over that kind of things will allow me to add much more details in the long run.

Finally, the vast majority of items (from weapons and armors to food and materials) got new and more professional looking sprites. I also now have a pretty vast array of weapon and armor sprites which I can use in the game. They will be used to add new content in future updates (it was the main limiting factor).

Optimization & Bug Fixes

Due to changes to make room for the 0.6 update, the code went through a massive performance pass (that’s partly why this update took so much time). While you’ll probably not notice much of a change on default settings unless you’re running the game on a potato, I improved performances/FPS by 40 to 60%. Some of it got put to work on other tasks, but still, it’s still an impressive change on large and gigantic maps. Until recently, such maps were barely playable (at least on my outdated rig), but now, it runs pretty decently. It’s not perfect, but it’s getting there. Additionally, map generation is WAY faster. You won’t notice a difference on normal maps because it’s roughly already as fast as it can be, but generating a gigantic map with max vegetation and a sewer/cavern will only take a couple dozen seconds instead of 3 to 5 minutes now.

And as usual, I fixed a bunch of small bugs (and the very few and specific freeze/crashes). Outside of very specific “start menu” crash fixes I didn’t take into account when allowing the game to load data in the background, it’s pretty boring stuff. A couple of small memory leaks and graphical glitches for the most part. All things considered, it’s a very stable alpha version.

Save Compatibility

This version is technically compatible with previous versions, but given that the new graphical layer information is missing from old saves, you will experience small but pretty annoying graphical glitches (people sleeping under beds, sprites ‘fighting’ for which should be displayed in front, and so on). On Steam, you can go on the game’s properties Beta tab and restore O.5.6 temporarily to finish your game if need be. Please, do not send bug reports from saves dating from 0.5.6 or below. Thank you!

What Next ?

Well, what’s next is the 0.6 release proper. It’s already half way there. I will be distributing the internal version on the experimental channels in a couple weeks. While the experimental version will just contain a mostly decorative over-world / world / city map and the ability to start the game by picking a location on said map, it will get gradually improved.

Let’s be extremely clear here. The goal for the whole 0.6.x branch it to have an interactive world with other groups, factions, having the exploration system linked to the map itself, dynamic threats that move over the map and so on. What you will get in 0.6.0 proper are the foundations for that to happen: the map itself and partially implemented features. It’s like what happened with the 0.5 branch: the initial version only included empty caverns. The other features got progressively introduced with patches. I know it’s not exactly the way you’re used to version numbers in games, but it does actually makes quite a lot of sense while we’re still in alpha.

Full Changelog

  • AI: Ambush AI (passive mobs in hidden areas who activate when said area is revealed)
  • AI: Much better pathfinder, settlers should no longer occasionally take weird and complicated paths toward their destination
  • Balance: Increased turrets’ HP and damage resistance significantly
  • Balance: Cattle can die of old age + tweaked some values
  • Content: Trapped rooms/buildings (optional)
  • Content: Optional fog of war giving the ability to hide buildings’ content until they have been visited by your survivors
  • Content: Ability for the proc gen to add items outside of buildings (trashcans in the garden, and so on)
  • Engine: Improved map generation speed (massively, especially noticeable on larger maps)
  • Engine: Better rendering performances on large maps
  • Engine: Performance and stability improvements
  • Engine: A *lot* of behind-the-scene improvements to keep the code compact(ish) and easy to maintain
  • Graphics: Better looking and more frequent blood during combat
  • Graphics: Much better layering of rendered items: grass properly under everything, chairs under tables, trees and walls over everything. (doesn’t apply on saves from previous versions)
  • Graphics: Blood splatters and debris from destroyed objects fade out instead of disappearing immediately
  • Graphics: Added spider webs to caverns and sewers
  • Graphics: Traders’ jeep is a tad bigger
  • Graphics: Added large old blood splatters in some rooms (the more decay on the map, the more blood, generally)
  • Graphics: New sprites for most inventory items (weapons, armors, food, materials and so on)
  • Graphics: More road details (cracks and car wrecks)
  • Tutorial: Removed disassembling job from Teddy, so he can do the farming tutorial faster.
  • UI: You no longer need to remove small grass or wait for destroyed items to disappear before being able to build over it.
  • UI: Added a menu for the butcher shop
  • UI: In Combat mode, the weapons equipped by your militia is shown as an overlay (replacing the crossed swords)
  • UI: New game / difficulty settings to toggle infested and hidden rooms on/off
  • Fixed: Pasture Menu’s list isn’t registering mouse scroll properly
  • Fixed: Kitchen shelves facing the wrong way
  • Fixed: Houses’ kitchens only featuring shelves instead of a mix of items
  • Fixed: Issue in the music/sound player that could remove music in modded games (with custom music themes)
  • Fixed: Typos in loading screen
  • Fixed: Freeze if settings are changed and saved before the game has finished loading in the background
  • Fixed: Issue if tutorial is started before the game has finished loading in the background
  • Fixed: Switching to underground view for the first time while the game is paused would show non-connected walls
  • Fixed: A few small memory leaks
  • Fixed: Bug report triggered when closing the game at title screen before it finishes loading stuff in the background
  • Fixed: Sprites randomly jumping over each other when multiple items are on the same tiles (doesn’t apply on saves from previous versions)
  • Fixed: Sewer generator’s clutter slider was broken
  • Fixed: More missing french translation strings (as usual)
  • Fixed: Missing vegetation/rocks over yellowish grass
  • Fixed: Map generation producing overlapping rocks and vegation that shouldn’t be overlapping
  • Fixed: Roadside map generator was buggy due to wrong road settings

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.