Patch Notes 0.18.0 - Major Update 2
Features
- Productivity score added - All production buildings have a star rating now how efficient they are running. After 24 hours the rating appears and shows the average output over the course of that time frame. The tooltip of the rating contains information how much resources where consumed and produced in that time frame and in total, giving you an better idea which buildings eat up all your resources.
- Graphs added to statistics screen - In the statistics screen you can now see a graph for each resource you select. The colors indicate the different amounts of resource pools tracked over time. Main storage, interim storages, collectibles and carried. The graph is pretty useful to see if for example meat is going down slowly or building up over time, giving you an heads up if you are shortly before another meat crisis. Also check the interim storage amount shown in the statistics, it is the resource inside buildings, how much ice packs your shooters have, how much meat is on the piles. You can also see the values on the tooltips of the resources in the bottom bar.
- Build and Layouting Menus - Placing objects and layouting your base is now seperated into two menus you find at the bottom left. In the layouting menu you can draw generic rooms (corridors), place doors, gates, draw fences and power poles. Everything you need to change your labs layout. The build tools are now at the top, select what you want to do and then if you want to draw a room or fences. We improved the room merging a bit, it is not required anymore to merge the same room types. In general drawing rooms should be a bit easier, you draw a generic larger room, use the split wall tool. Place the objects inside the rooms, like beds or frost packer which will change the room type automatically to the last placed object. In the build menu it now lists all the objects you can place, the categories are changed to match the categories of the tech-tree. You can select the categories at the top to jump to what you want to build. We also added a location information to the tooltip showing where it is allowed to place the object (room type, outside). Tell us how quickly you adjusted to the new menus and where you still see improvements.
- Rubble System added - All buildings leave rubble behind. Now you can still repair any destroyed building after an attack, it won't vanish if all its health is lost. This also is helpful to see how much actually got destroyed and what.
- We now detect if zombies are trapped within your base, if there is any gap during the day to move towards a tunnel and leave, they will now take it more quickly. Before there were problems with the Zombies leaving during day inside rooms.
- Added a new asset called data simulator. Can be build at tier three, generates research points constantly, only requires electricity to run.
- Abilitiy efficiency is now shown in the worker info box, a percentage value shows how much better worker do certain things compared to a scientist. The icons are now also colored green and red to show if someone is better or worse then a scientist in harvesting, movement speed, etc. The values also change when modified by buildings like the hauling post (increased carry capacity) or resource camp (increased harvest amount)
- Production buildings now show how effective the worker is operating the building. Humbie Level 1 will show a 75% value reflecting his production speed ability.
- The nova module on the main storage now has an glow indicating that a nova is ready.
Balancing
- Was too easy to gain lumber and other resources with high tier resource camps. Humbie Level 1 now uses human chop animation for slower and unified harvest speeds among all worker types, only difference remaining is the shown harvest amount ability values.
- Resource Camps of higher tiers more expensive to build.
- Increased lumber build cost of some T2 buildings to counter act the potential lumber harvesting boom of T2 (Lots of humbies + ability to harvest lumber quickly + Resource Camp T2), this affects (Dining Table, Couch, Bed T2, Chemical Extractor, Dirt Mixer).
- Stone Crusher crushes more stone with same chemicals output, combined with slower T2 and above stone harvest, this will make him a less viable option compared to the Chemical Extractor.
- Moved categories in the tech-tree, because the order is now used in the build menu. New decoration tab added.
- Tutorial was slightly updated where necessary to match new build menues.
- The air conditioners can now be placed anywhere, which allows you to use them as defence or zombie cooling, they require no ice packs and attack already frozen zombies, keeping them frozen.
- Made treatment chamber 1 treatment a bit slower 10 seconds -> 20 seconds to counter new efficiency from recent balancing changes and using it in combination with a cooling chamber.
Bug Fixes
- Resource camp T1 and T2 should now show the correct mining and chopping gadgets (axe and pickaxe), visuals were partially swapped previously.
- All freezers can now be prioritized and disabled.
- Threat zombie head icons now show up at correct thresholds (1, 5, 30, 40, 50)
- Fixed humbie level 3 remain shown as hostile with red outline after he attacked a worker, no more permanent alarm.
- Fixed problems with frozen zombies not getting prorperly stored in frozen zombie storages.
- Fixed problems to a bug called lab not working and similar smaller issues.
- Fixed a problem with worker stuck and not eating properly, may be caused in a combination of lab alarm and worker in a very hungry get food fallback state.
- Fixed wrong tutorial zombie wave settings where lots of zombies could spawn if the tutorial is played for a longer period of time.
- Fixed some missing object icons/ weird camera setups.
- Fixed sound and music bugs in loading screen.
- Fixed a problem with world map mission labels.
- Fixed a problem with objectives in the tutorial not progressing in a very specific case.
We also updated our roadmap!