• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.


oQHyrGgmc1tn0kgmoAc4If3yDk59C4UiimldB94qr0PiCKEKH0FBIlzzDAs1CpsrGRrSNmsgRWPF0_2N1cg4YAw7bjcHGF6h9OhsnegLy9b1WjAWwn9EchUYocleuXIXtiHfLgDZ



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.

bOyu4PDUOvJxS1_1-2pPRxdDFMM-Nc0qmucExWWQifaHb8znZkCONlsQQsEL6iZFgCHn5DqdDqu2CgGJzQQHwfWy6_Wk7D3o0_v8Kvq6ZlhAbcbU34CgocHdWruSHR5xSSkjp9Y7



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



IH316jsEvnNSWfx4KLExAhlbm4SiOwR_InOejeT6dlvzZOrnn7BZ9EiHNoJtTyJsVPfQrMiNOT6767DGnSvpZsXk1WX0KAfXvb9NeAL4VL5X5EtSgkskyyEpyqe9CKYTEIrJy31a



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.


LB58wmXVtK7dX9N26j3QZuoY8h4RkCs0lrtlW7VphAdaJe6MPcQQVn-O0xAiuAqkD0gqhzrzjj8C3KQGkOntH4assCaBtW8PZ_Tr1TDtpEU5Ol2iTSG4rGBg3kbi34-QjQQP_mT0



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.
 
  • 1
Reactions:
Hello everyone,

So ive been playing the game on XB1X for about 20 hours or so and loving it:).

My question is will there be achievements for us achievement hunters out there, second will there be any sort of weapon system so i can arm my survivors to attack animals ect. Third a weapson system or maybe a upgrading system so i can add attack or defence to my specialist for the road map
 
I built more outhouses, at least 5 of them and it's working, they are much cleaner now and maybe they get healed too. It's not so clear, but I have less low health colonist. We had big fights with wild animals.
I guess Sauna will do it more efficiently..some kind of word, doing better I mean.
Now I had another problem and it seems a bug. I have had a patient with radiation, he was in the medical tent, but the healing process not working. I add one more colonist, nothing changed, kicked everybody out, new employee put in, but still not healing :(
He died...
 
After doing the Update, my Colonie just disappeared from the World Map!
I cant even bring my Specialists Back to my Colonie !

2020-04-12-1.png


Seems like my Colonie is moved into this Lake!


2020-04-12-2.png

This is right after sending out one of my new Specialists to the World Map!
Its captured there now



Attached the .save File (C:\Users\URNAME\Documents\Paradox Interactive\Surviving the Aftermath\SaveGames)
Maybe someone could figure out how to fix it
 

Attachments

  • 2020-04-12_12-03-22.save
    417,5 KB · Views: 2
After doing the Update, my Colonie just disappeared from the World Map!
I cant even bring my Specialists Back to my Colonie !

2020-04-12-1.png


Seems like my Colonie is moved into this Lake!


2020-04-12-2.png

This is right after sending out one of my new Specialists to the World Map!
Its captured there now



Attached the .save File (C:\Users\URNAME\Documents\Paradox Interactive\Surviving the Aftermath\SaveGames)
Maybe someone could figure out how to fix it
 
Yeop I like the idea of mutant animals as well. Not everything has to be "realistic" all the time, as long as the simulation part is solid and internally logical.

Yes I like these additions also.

Urrgh... Mutant animals... Again...
Guess a post-apocalyptic game without supernatural elements is not possible. :(

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.

Many people including myself are have difficulty with the new patch early game. It is causing us to completely change the way we play the early game. No more setting a work area and forgetting about it until it runs out. we now have to clear the area with your free starting Specialist first. Delaying when you build your gate and prioritizing food is even more important now.

Remember this game is early access and is FAR from complete, also when ever new updates drop there are always issues that can and will be fixed. Please report these issues to the Dev team. I have personally found the Paradox dev's to be very pro-active when it come to listening to there games testers, Which what we (early access players) are. I enjoy playing early access in games like this. It makes me feel like I am apart of the team, Helping to produce a great game. And if I am luckily enough to see a suggestion I have made actually make it into the game, Well I feel buying early access was completely worth it.
 
Last edited:
I start a new game after every update

I think Sieboldii2 was referring to Sevve's post about his colony sinking into a lake.

As for the Xbox version, Xbox seems to have a lot more problems than the PC version keep reporting it so they can fix the issues. Report here on the forums is good, but report problems from in game as well. This way you report issue on 2 fronts and might help get fixed faster. I would start a "new" thread to report an issue if its apart of another post it might get missed.
 
All comments below based on medium difficulty.

* I have my gate maxed out and the enemy is nearly always taking it down. Is there an additional way I'm supposed to be guarding it besides with the 4 people assigned? I'd also like a lot of the stuff piled behind the gate to be in my warehouse, not stuck at the gate.

* Sometimes when you reload a game it gets stuck and time won't move forward.

* You need to do a lot more to differentiate buildings from one another. Mid to late game it's all just the same blobs and you have to click and hunt for the building you need to access.

* It is too hard to see dangerous animals in the wild.

* Gate combat is disappointing. I'd highly suggest you allow us to make or collect weapons that can be mounted on the gate and scale difficulty appropriately.

* When enemies come from other areas to attack (not the gate), they are nearly impossible to find to head off.

* Please allow us to make control groups for base combat.

Hi!
- For now, the only way to guard your gate is to max it out from the tech tree and assign colonists to the work slots. The resources in front on the gate are actually in a gate storage, and it works like any other storage. The visuals are a bit confusing, we know.
- Could you send us your save file and output log from the save that's stuck? They can be found in
%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\output_log.txt
Documents\Paradox Interactive\Surviving the Aftermath\SaveGames
- Many building visuals have already changed and they are constantly getting tweaked
- We know that the animals are hard to see, and we are working to get the whole animal combat more accessible and clear
- I'll pass the gate combat suggestion forward :)
- Same as with the animal combat
- If you have multiple Specialists in your colony during combat, you can box select all of them and control them as a unit (at the moment this works only with a mouse and keyboard)
 
@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.
 
Also, crashes and severe lag on XBOX are known issues, and we are working to get them fixed as soon as possible. Sorry for the inconvenience, and thank you for sticking with us and the game!
 
Figured out, I clicked onto the house resource. Clicking outside of it made her got there. However the specialist did not attack the rat. I clicked on her then the rat (they were right next to each other.) Before she attacked. I think it would help if there was a green trail to the area like you do with the paths.
You click on the specialist then right-click right on the rat. You get a little fist icon to indicate you've ordered her to attack.

If there are other rats nearby they will run in too, so you get to wipe out the whole lot.
 
You can send your specialist there to attack the animals, he is way stronger than the average colonist!
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.

And why is it everytime there's a new version, its not backwards compatible to the old the version? I enjoy the challenge, but if a challenge has zero means to overcome it, then there is no challenge.