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StA Dev Diary 6 - Hostile World

Hello everyone!


First of all, hope you’re all safe with all the turmoil in the world. But yet with all that going on, we have a new update for you! Its new features will surely shake things up quite a bit especially in the survival department.


The main feature in the Hostile World update is definitely the colony combat. Up until now your colonists have been mostly plagued by catastrophes, but that’s going to change. Hostile wildlife has taken over many of the deposits, requiring you to clear them with a Specialist so your colonists can work in peace. Fierce beasts might also attack unprovoked and cause harm to your people.


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Bandits, fanatics and desperate people have grown more aggressive, and you must be ready to defend your colony if you don’t give in to their demands and push comes to shove. Upgrade and man the Gate with Guards in hopes of thwarting their assault or dwindling down the numbers. If the Gate is breached, enemies proceed to attack your buildings and colonists until stopped. Colonists will fight back but specialists are your best hope for dealing with any enemy inside the colony.


You’re now able to control Specialists directly and issue them orders to move around and attack enemies. Regular resource deposits can have wildlife guarding them too, so have your Specialists scout the area and defeat them early to save a lot of trouble from your colonists.

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As is the custom, we interviewed a member of the team for this dev diary as well. Anssi is one of our game programmers working on new features and fixing old ones, and has been concentrating on combat in particular.


For the last three months, I’ve been working full-time on everything combat-related, with the new gate combat as my main responsibility. This includes the AI and how it responds to the player, how specialists and colonists fight, how enemies are spawned, and what’s the logic behind the attacker strength, combat calculations and so forth.


It’s been challenging and sometimes a bit scary creating a brand new feature to a live game. There’s a lot already done and working, so you don’t want to mess that stuff up while developing the new feature. But there are both pros and cons to this - there’s a good pre-existing pathfinding routine in the game, for example, so I could just add in a few new bits for combat. But while adding these new features, we have to make sure not to break the old ones like Colonist movement, for example, as it uses the same pathfinding system. So using existing features makes things faster but more complex.


Specialist and Colonist death is another feature to consider as combat inherently creates new cases for both. Normally our colonists work all day and sleep or entertain themselves at night, but attacks interrupt this. Now we have to handle how the Colonist reacts and how he or she returns back to work (if still alive). The existing system on the other hand already handles the loss of Colonists and can shuffle people around for work slots.

In both personal and game development it’s a good idea to prototype a lot. Work on small projects or test out neat ideas and features on your own, and challenge yourself in ways you might not have to at your current project. If you’re working on a colony builder, try messing around with a side-scroller or a first-person shooter in your free time. There’s no rush to get stuff done, so take your time. It gives you perspective which might provide an outside-the-box solution to a problem of a different nature.


If you’re just starting out and looking for your first job as programmer, learn from video tutorials, make a Pong, or try recreating a platformer level with the engine of your choice (we use Unity). Then, create a completed super-simple game. Learn not only how to start projects but how to finish them. In a team, try learning everything you can from senior programmers. This goes the other way too, as sometimes fresh recruits can assist in problem-solving with their new ideas and perspective. Programmers are generally in high demand but usually, companies are looking for seasoned people



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Along with improvements to hygiene in general, we’re adding a new starting level building to deal with it - the Outhouse. This small and cheap structure provides relief to your colonists and keeps the early game dirtiness in check. This is especially important now that some conditions prevent your colonists from working. There’s also a new Gate level to help you boost your defenses.


Improvements to bartering and trade continue. Reputation is now back with special trades from various Societies. They now occasionally offer deals for resources they have in spades while requesting certain goods they need. So you can both get stuff for cheap and sell some of yours for a large profit. All this affects your Reputation and in turn the prices they offer to you.


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Two new vehicles have been added to the World Map. The modest Van offers a reliable way to transport people and goods around while the Offroader represents the peak of exploration and performance. Additions to UI include a notification for ongoing research, better category icons, and backgrounds for individual discoveries in the Tech Tree. Buildings also stop working when they are critically damaged.


To reduce visual clutter, we’re redone some of the ground and grass assets. The new look should be clearer and easier for the eyes. Other smaller additions include a 3D flag in the pregame selection and colonist chatter, where they react to various events from babies born to starting Catastrophes. The constant chime of Happiness sound effects has also been reduced. Sorry about that.
 
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I thought, I was the only one who encountered this same problem. I ask the bug commenter about why there's no counter action? Anytime the developer adds a con, there should be a pro. And if there's a pro, there should be a con. Adding new features that presents an attack should have an option for the colonist to defend themselves. Make a weapon, add armor, give the colonist a chance.
Sending the specialist to attack the animals is the counter action ... have I misunderstood you here?

And why is it everytime there's a new version, its not backwards compatible to the old the version?
It is simply not possible, the changes between major versions are too great. I actually quite enjoy starting again with the new mechanics and features, I must have restarted 12 or more times by now!
 
Very much enjoying the game, but there are some points that need to be addressed:

1) a better way to defend your colony. When attacked by bandits, even with the heaviest gate, they always seem to get through later on in the game. They melt away your specialists like they're nothing, and your regular colonists as well
2) when raided, raiders shouldn't just show up at a random spot at the back of your base, that makes no sense.
3) an option to interrupt your colonists from what they're doing. To often I've seen colonists just run into a sandworm one by one and al die.
4) when a colonist is attacked some sort of sound should play alerting the player to it. Now you only get a message once a colonist dies, and a second one usually dies as well because you can't respond in time.

I suggest maybe some sort of specialist school or something in later game.
Very much looking forward to the next patch! :D
 
@pett3rson If you still have the save file where the medical tent didn't work, could you attach it here along with the output log? They can be found in
%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\output_log.txt
Documents\Paradox Interactive\Surviving the Aftermath\SaveGames
Also, are you sure that the medical tent staff wasn't just sleeping at that moment? The healing is on pause as long as the workers are sleeping/having fun/eating, but they eventually get back to the medical tent to heal patients.

Thank you for reply. It seems to me that it was kind of sleeping/having fun/eating situation, because after a while my medic start to work again.

But, I still have problems with dirt. I made a lot of Outhouse, they are using it occasionally, I have one Sauna too. I'm not sure how is it working now, I mean how is it working effectively, because there are 6 slot as a free space, but usually there are no colonist. I have enough wood to get it work, so it is not the problem. Are they not have enough free time to use it maybe? I have very big amount of negative effect from dirt, one of my biggest problem how to make happier colonist.

Last one is the Forester. He/she working very slow. I know that trees need more time to grow, yes, I get it, but if I put down more Sawmill or Logging hut I'll cut down all the trees around my base. By the way, does it matter how far do they have to go to cut trees or is it irrevelant?
 
Hi all. I've been playing for a few days and have a question. What does the icon with three stacked boxes over the stockpile mean?
To be clear, I have a stockpile with 98% inventory. Above the stockpile, there is a circular icon with three boxes in it. When I click the stockpile, I get no information as to why it is there.
It doesn't seem to correlate with move work area. Also, the stockpile next to is 90% full, but no icon. Thank you for your help.
 
Hi all. I've been playing for a few days and have a question. What does the icon with three stacked boxes over the stockpile mean?
To be clear, I have a stockpile with 98% inventory. Above the stockpile, there is a circular icon with three boxes in it. When I click the stockpile, I get no information as to why it is there.
It doesn't seem to correlate with move work area. Also, the stockpile next to is 90% full, but no icon. Thank you for your help.
It means it is full, or nearly so.
 
Even a boar and a bear can take down a 5 attack specialist. I had three specialists with attack of 3 taken down by a group of beetles. Colonists should run home and raise an alarm to which the specialists should respond when they detect a wild beast other than a stag.

And the Sandworm is so strong that my 5 attack specialist had to retreat twice to recuperate before killing it. The specialists and Colonists are too stupid to retreat when under attack and use the Kamikaze approach to combat unless they are manually forced to retreat.
 
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Actually, 40% would be better since several of the critters can hit you for more than 20% at a shot.

Good call, when at “critical” health they need to fall back towards the med tent or relevant stockpile building whichever is closer. Animals shouldn’t pursue beyond a set range as in reality most animals will just chase you off out of their territory, not until you or them are dead.
 
I would not call them supernatural, I would call them Mutated. This is a post-apocalyptic world. from what I have seen due to some kind of Nuclear event. with all this radiation and fallout everywhere. then one would guess that the surviving wild life might have mutated in order to survive. Unless you are able to tell us from experience what nuclear fall out would do to wild life then I would say that there additions are realistic as far as we know anyway

Sorry for late answer, quite a busy time with covid.

Mutants, as they are depicted in this game are supernatural.
In Pripyat and its surroundings were observed a few cases of mutant animals (like the famous two headed ones), but they never turned into a brand new species, only a sick individual who would die young and not breed. Radiations kill animals , it does not make them "super kewl angry beasts" ^^ (especially not in a few decades)
Eventually some will adapt and become more resilient regarding radiations, like roaches IRL, but these did not become a new branch, nor a giant roaches with claws and hunger for human flesh, etc.

So, sorry to be a bit stubborn here, but I'm sticking to my guns : thinking that evolution can make anything credible is like when movies put "quantum this" and "quantum that" to basically say that it's magic with "science flavour". (If I look too cocky saying this, please understand that I try not to but my english sucks and I might be clumsy in my phrasing)
It's magickal thinking if you prefer. It can be cool or funny, but surely not realistic when it comes to consider radiations as a vector of evolution in a short or mid-term timespan (at least from what I learned in medicine and what was observed around Tchernobyl ^^). If StA was taking place 10k or 15k years after the beginning of the fallout, I would not consider it unrealistic to have new species adapted to radiations.

Aside : I am just craving to play a more ambitious and realistic post-apo city-builder. One where the horror comes from nature and human beings, like the classic movie Mad Max, the game The Long Dark or the book The Road for example. If you know one do not hesitate ! ;-)
I will test Endzone soon, hope it will fit my desire.
 
Sorry for late answer, quite a busy time with covid.

Mutants, as they are depicted in this game are supernatural.
In Pripyat and its surroundings were observed a few cases of mutant animals (like the famous two headed ones), but they never turned into a brand new species, only a sick individual who would die young and not breed. Radiations kill animals , it does not make them "super kewl angry beasts" ^^ (especially not in a few decades)
Eventually some will adapt and become more resilient regarding radiations, like roaches IRL, but these did not become a new branch, nor a giant roaches with claws and hunger for human flesh, etc.

So, sorry to be a bit stubborn here, but I'm sticking to my guns : thinking that evolution can make anything credible is like when movies put "quantum this" and "quantum that" to basically say that it's magic with "science flavour". (If I look too cocky saying this, please understand that I try not to but my english sucks and I might be clumsy in my phrasing)
It's magickal thinking if you prefer. It can be cool or funny, but surely not realistic when it comes to consider radiations as a vector of evolution in a short or mid-term timespan (at least from what I learned in medicine and what was observed around Tchernobyl ^^). If StA was taking place 10k or 15k years after the beginning of the fallout, I would not consider it unrealistic to have new species adapted to radiations.

Aside : I am just craving to play a more ambitious and realistic post-apo city-builder. One where the horror comes from nature and human beings, like the classic movie Mad Max, the game The Long Dark or the book The Road for example. If you know one do not hesitate ! ;-)
I will test Endzone soon, hope it will fit my desire.

I get what your saying about mutated animals not being realistic and being supernatural but your incorrect, it’s science fiction. Just to add to “realism” a post apocalyptic world is also not real, it’s one possible outcome to a catastrophic event and until we are in a post apoc world, it’s again only science fictionNukes dropped on Japan did not turn it into a irradiated wasteland island, the cities and the land itself recovered in time (in a fairly short time frame really).

reality is that you can have plausible science fiction and mutation may very well be possible, radiation has been known to cause birth defects which in turn can also be passed along to later generations. Evolution enables animals to adapt to their environment and if that means their fur falls off and their skin goes rock hard to protect them then so be it. It may not happen in the time frame depicted in games true could take hundred or thousands of years before any noticeable change is made to the genome.

the world depicted in this game shows boars (known to be aggressive when provoked), Bears(also known to be aggressive when provoked and will encroach on human encampments in search of food) mice and rats in reality would rarely attack a human but will bite of attacked and spread disease but considering the size of some of the rats found in the London Underground tunnels, it’s not much of a stretch to see them get huge if the environment permits.
I’ve not encountered a sandworm as yet in game so no idea what it’s meant to be based off but some snakes are known to attack humans so maybe it’s a generic offshoot or a snake?

I’m not fussed by supernatural, science fiction elements in game so long as the games world is well presented and in this game I think it is. If they do include elements of actual real world present day stuff it should be represented correctly and things like the laws of physics should always apply regardless of the setting!

I’m looking forward to the eventual finished game and where they take it though
 
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Aside : I am just craving to play a more ambitious and realistic post-apo city-builder. One where the horror comes from nature and human beings, like the classic movie Mad Max, the game The Long Dark or the book The Road for example. If you know one do not hesitate ! ;-)
I will test Endzone soon, hope it will fit my desire


I see where your coming from and understand it. I too like these sort of building games. I can play an entire day off, just playing these games. personally I like the animal aspect of the game. I know giant rats, mice and beetle bugs might seem a little unrealistic to some. But it could be as easily wild Wolves, Dogs. Coyotes, Bob Cats, Mountain Lions, Dingoes, or even Possums and Raccoons that have gone rabid. (and yes I have in counted crazy Possums that have being very aggressive we don't get Raccoons here, but I would assume they can also get nasty if need be).

Giant rats are not that Unrealistic look at the Capybara The world largest rodent these are basically tailless rats, and grow up to, larger than dogs. mice might be a stretch as to large beetles. But these can easily be replaced with other animals that do the exact same thing. and as for "Sandworms", well they are just giant snakes which also exist in the real world. Now throw in some nuclear radiation and mutations and you have a believable and realistic post-apocalyptic world with out the need to get "supernatural" with the wild life.

These animals are just trying to survive the aftermath also, until the evil, blood thirsty and desperate "humans" came along and killed and ate them. >.> <.<
 
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I have a thriving colony with all the amenities populated by filthy dirt bags who wont bath no matter how many Sauna's, Outhouse's, or paved roads I have. Can there be more hygiene options in the tech tree? There is water, surely they can get a bath.