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DavyDavy

Community Developer
Paradox Staff
Sep 25, 2019
67
50
Greetings, survivors!
We just released an update for Surviving the Aftermath to address some of the reported issues we saw since the release of Update 10: Uncharted lands.

With this update, your game should be at version 1.10.1.7221 on PC or 1.10.1.102 on Xbox.

Changelog:
General
  • Fixed the issue where a Specialist would become stuck in the middle of actions in the World Map.
    • Added a failsafe as well that allows the player to save after returning to the colony from the World Map.
  • You should no longer be able to get 24 colonists in the beginning after shooting the flare.
  • Specialists should now continue carrying resources from a resource box on the ground until the entire pile has been taken into storage or until the storage building is full.
  • The Tech Tree should no longer show #ERROR as the value for the techs in the Russian version of the game.
  • Updates and adjustments to several different tutorials.
    • You should no longer see tutorials such as ‘Adjust Work Areas’ or ‘Change Game Speed’ if you have already performed the action that the tutorial instructs you to do.
  • The Large Battery Rack will now need to be inside the radius of a Transformer for it to work.
  • The Work Area tooltip should no longer show a warning for the Sandworm if it is placed near one. Other hostile animals should still show the warning as before.
  • Added pollution values to some food items that were previously missing them (such as Berries).
    • This has been added only for the English version of the game, other languages will be added at a later date.
  • Changed where colonists spend their breaks.
    • They shouldn’t be on a break next to buildings such as the Transformer, the Bore Well, Energy producers, all other storage buildings, Extractors, etc.
    • They should now be able to spend their break next to the Brazier, Guardpost, Maintenance Depot, Outpost depot, and Large Streetlight.
  • Added the English version of texts to some places that were missing localization on all other languages.
    • Translations for these will be added at a later date.
  • Fixed an issue where the colonists would stop harvesting berries from bushes after save and load until the work area of the Food Storage had been moved again.
Graphics
  • Adjusted the visual look of the Fog of War to enhance its visibility during catastrophes.
  • Adjusted the 3D model of the Large Water Tower so that it now fits inside the space reserved for it.
  • Updated the background image for the Tech Tree.
 
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Reactions:
Fixed an issue where the colonists would stop harvesting berries from bushes after save and load until the work area of the Food Storage had been moved again.

Err, I have this problem, but with any building which has a work area. Moving and replacing the work area fixes it, but it is kind of annoying.

I used a Snip and Sketch tool to give you this image as proof. And yes, I have the 10.1 update. I think work areas are loaded wrong somehow.
StAbug.jpg
 
Heya @Ps2nic !

Thanks for reporting this. Have you noticed if the colonists still gather even with the status saying that? Or do they completely ignore the deposits and behave as though there would be nothing in the work area? We've noticed that some buildings have this status but they still do function normally. The bug mentioned in the changelog above was one where the colonists would indeed behave as though there were no deposits in the work area and you had to move it to make them gather again.
 
Based on the lack of resource accumulation, I would say it is the latter, they do not gather at all. I still think work area flags are loaded incorrectly for me somehow.

I am not a programmer by any means, I just happen to know some of the trade terminology.
 
Got an update that MIGHT be related.

Prior to Update 10, Trapper Efficiency worked in concert with Foresters, as in as Foresters planted trees, Trapper Efficiency improved over time.

However, after placing a Forester work area in the same rough area as two Trappers, waiting some time doing other things, and coming back to check, the Trapper Efficiency percentages were unchanged.

I think this is related because relocating the work areas like before reset the Efficiency % to the level based on foliage as intended.

You guys definitely have something wrong with the coding and/or mechanics behind work areas.
 
Please please please please please address the issue where a farm can be polluted in by small amount which prevents your colonists from decontaminating it. I've had to destroy and rebuild so many farms because they're like, 10% contaminated which is not enough to be able to clean up but is enough to reduce yields.
 
This issue annoys me too, a small bit of contamination in Farms and Insect Farms cuts down the yield and is too small to clean.

I'm working around this problem by using Ranches and Greenhouses, perhaps preferable strats on harder difficulties. Sometimes it helps to find a workaround.

Speaking of, I remember a discussion around inventory left on the ground decaying because no one comes around to collect it. How about, for a workaround there, someone implements a dedicated Carrier-related building, I don't know, a Courier Shack? whose job is, in a work area maybe, to pick up and place into storage items found on the ground.

Of course, this idea would not work completely due to an ongoing issue I have in my game with Work Areas
 
Speaking of, I remember a discussion around inventory left on the ground decaying because no one comes around to collect it.

You can order your Specialists to collect boxes manually. It's a bit of busywork for sure, but helps avoid losing valuable resources while normal carriers sort of their stuff.
 
Greetings, survivors!
We just released an update for Surviving the Aftermath to address some of the reported issues we saw since the release of Update 10: Uncharted lands.

With this update, your game should be at version 1.10.1.7221 on PC or 1.10.1.102 on Xbox.

Changelog:
General
  • Fixed the issue where a Specialist would become stuck in the middle of actions in the World Map.
    • Added a failsafe as well that allows the player to save after returning to the colony from the World Map.
  • You should no longer be able to get 24 colonists in the beginning after shooting the flare.
  • Specialists should now continue carrying resources from a resource box on the ground until the entire pile has been taken into storage or until the storage building is full.
  • The Tech Tree should no longer show #ERROR as the value for the techs in the Russian version of the game.
  • Updates and adjustments to several different tutorials.
    • You should no longer see tutorials such as ‘Adjust Work Areas’ or ‘Change Game Speed’ if you have already performed the action that the tutorial instructs you to do.
  • The Large Battery Rack will now need to be inside the radius of a Transformer for it to work.
  • The Work Area tooltip should no longer show a warning for the Sandworm if it is placed near one. Other hostile animals should still show the warning as before.
  • Added pollution values to some food items that were previously missing them (such as Berries).
    • This has been added only for the English version of the game, other languages will be added at a later date.
  • Changed where colonists spend their breaks.
    • They shouldn’t be on a break next to buildings such as the Transformer, the Bore Well, Energy producers, all other storage buildings, Extractors, etc.
    • They should now be able to spend their break next to the Brazier, Guardpost, Maintenance Depot, Outpost depot, and Large Streetlight.
  • Added the English version of texts to some places that were missing localization on all other languages.
    • Translations for these will be added at a later date.
  • Fixed an issue where the colonists would stop harvesting berries from bushes after save and load until the work area of the Food Storage had been moved again.
Graphics
  • Adjusted the visual look of the Fog of War to enhance its visibility during catastrophes.
  • Adjusted the 3D model of the Large Water Tower so that it now fits inside the space reserved for it.
  • Updated the background image for the Tech Tree.
I like MOST of the things you have done with the game except the power transformers...I rather run a cable than have my town with transformers everywhere. Lower birthrate would be good as well. You will only see post from me if things are really bad
 
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