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Surviving the Aftermath - Dev Diary #25 - Rebirth DLC

Greetings survivors!

Our third DLC is now available! “Rebirth” offers a new way to literally transform your colony into a post-apocalyptic paradise! Clear the waters and purify the soil with new terraforming discoveries to bring back the once green fields and lush forests. The journey is not without its perils though, as a new threat is on the rise. A mysterious fungal disease called the blight has infected both animals and plants, creating new challenges for the player. But their wild mutations also hold the key to victory!

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IMAGE: Surviving the Aftermath: Rebirth

The DLC includes a modular Blight Lab, which allows players to advance in the new “Discoveries” tech tree. This can be used to unlock new buildings and permanent improvements for your fight against the blight, eventually turning the threat into an advantage. Seeing the colony’s grim and hostile beginnings turn into a beautiful and inviting landscape is truly something special.


Terraforming

New terraformers allow players to transform the barren soil and murky waters into a healthy, vibrant environment. These advanced buildings can be discovered via the Blight Lab, which players unlock after completing a special quest. Once built, you can order its workers to plant new soil within the work area, transforming the very earth patch by patch.

The terraformers are fueled by blight samples that you collect from numerous sources during your fight against mutated creatures that seem oddly determined to stop your progress. In addition to striking visuals, terraformed soil offers superior production with fields and water wells in its area.

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IMAGE: Terraforming the soil


The Blight

The fungal blight is tainting the very soil and everything living on it. It grows fast, infecting animals and plants alike, centering on blight cores, which infect the soil and cause blighted nests, hives and lair to emerge. You’ll see its effects everywhere from strange-looking fungi to enemies that roam the lands. The blight is not without its merits though, as it can be studied and turned into beneficial discoveries in the blight lab. These blight samples can be collected from multiple sources such as carcasses, blighted trees, deposits and even farmable crops and mutated ranch animals.


Blighted creatures

New blighted enemies are a constant, evolving threat to the colony. They spawn from nests, hives and lairs around the colony. The initial encounters with these creatures should pose little problems, but their dangers become stronger as the colony grows. The largest enemies can infect the colonists with an incurable condition with horrific consequences. These creatures can also appear on the world map and might attack your specialists if you cross their path. So stock up on weapons and build guard towers to protect the colony.

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IMAGE: New enemies


New anti-blight buildings

Rebirth has several new buildings which allow the player to fight against the blight and turn the rapidly mutating threat into an advantage. It all starts after unlocking the new Blight Lab by completing a special quest. This modular building grows in size as you unlock new discovery tiers by supplying it with blight samples to study.

Purification Posts clear blighted trees and corpses to extract blight samples from them, but can also clear small pollution patches early in the game. It’s highly polluting, though, so build it on the outskirts of your colony. Its "Exterminators" upgrade allows clearing enemy-spawning nests, hives and lairs for a brief respite from enemy attacks and as an additional source of blight samples. And finally, upgrading your Environmental Station to a new Hazmat Station unlocks the ability to clear the blight cores - the root cause of the infestation.

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IMAGE: New buildings


Other Improvements

Scout Towers and Guard Posts have been revamped and are now more efficient than ever before as a stationary line of defense. New attack animations have been added to emphasize their new role. On the world map, some of the early research outpost spots have been turned to regular science locations, allowing easier access to your first science points. Colony has more metal deposits than before and pollution spreads more evenly. Pollution overlay is also now clearer on which areas are affected. Several combat-heavy quests have been pushed back so the player has a better chance of completing them with multiple specialists.

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IMAGE: Guard posts shooting at blighted creatures

On the visual side, buildings remove less foliage when placed, creatíng a nicer-looking colony. Various user interface and usability improvements include “Specialist ready” indicator pulsing faster, more visible blocked tile overlay in build mode, reworked soil overlay color with color-blindness in mind and an “exit vehicle” icon for the vehicle UI. Society list also shows all tradable resources instead of just the first five.

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IMAGE: Community-created specialist


Community-created specialist

A while ago we asked you to design a new specialist. After considering all your wonderful applications, we ended up with "Gloriosa"! She’s a born-and-raised doomsday prepper who turned scavenger and can be selected as a starting specialist in a new game.

We’re eager to see you turn the inhospitable wasteland into a lush and green paradise!

DD_DLC3_Terraformer.png


Surviving the Aftermath: Rebirth is now available for PC, Xbox and Playstation both as a part of the Ultimate Colony Edition or separate purchase.

General
  • Added a new specialist to the game called Gloriosa.
    • Gloriosa was created by you, the community. She is a born and raised doomsday prepper and can be selected as a starting specialist in a new game. A big thank you to all participants!
  • We’ve heard many reports from players that they cannot find enough metal. Because of this, we adjusted the way metal and concrete deposits spawn in the colony.
    • There is now a higher likelihood that metal deposits spawn closer to the starting location. Scouting is still likely necessary, though.
    • Some metal can also be scavenged in the world map.
  • Added six new Rebirth DLC related achievements.
    • Tower Defence - Build 5 Guard Posts.
    • Timber! - Cut down 100 blighted trees.
    • Pest Control - Kill 40 blighted creatures.
    • Core of the issue - Destroy a Blight Core.
    • Rebirth - Complete “Rebirth” quest.
    • Post-Apocalyptic Paradise - Terraform the majority of the map.

Gameplay
  • Changed the way pollution spreads from pollution deposits and buildings. The pollution area remains mostly unchanged, but the intensity is now spread more evenly.
  • Blocked some achievements from unlocking in a custom game. Previously, some achievements could be unlocked by playing a custom game which was not intended.
  • Increased the amount of resources shown in the society trade menu. Previously, only six resources were shown, but now it shows everything a society has to offer.
  • Consoles only: Fixed an issue that caused Wind Turbine, Martian Wind Turbine, Lightning Rod and Lightning Tower to be unrepairable if Ultimate Colony DLC was enabled. This issue was already fixed on PC versions some time ago.
  • Fixed an issue that caused the meteor storm catastrophe to only drop one meteor.
  • Fixed an issue that caused the game to get stuck if the camera moved over a combat location when trying to confirm combat victory in the world map.
  • Fixed an issue that caused combat disasters (for example rat beetle or boar attacks) to stop working after the endgame quest started.
  • Fixed an issue that caused a colonist to get stuck if its workplace was close to the colony border and the colonist had no home.
  • Fixed an issue that caused deposit guardian animals to not return to the deposit properly after disengaging from combat.
  • Fixed a repair related issue caused by selecting a destroyed building right after a save was loaded.
  • Fixed an issue that caused a colonist to get stuck when multiple colonists were gathering resources and the deposit was cleared at the right time.
  • Fixed an issue caused by pressing the demolish mode hotkey while hovering a building right after loading a save.
  • Fixed an issue that caused the colonist cause of death to be incorrect if it died from combat damage.

Graphics
  • Adjusted the colors in soil fertility overlay and in the circle around Water Well to be more color blind friendly.
  • Added a combat animation for the Scout Tower and Guard Post.
  • Made the red color brighter when placing buildings to make it easier to see unavailable building placement.
  • Buildings remove a smaller area of foliage and props around them when placed.
  • Added an exit vehicle icon to the vehicle panel.
  • Vehicles now show the correct amount of passenger slots available.
  • Made the overlay info panel darker and more readable.
  • Updated higher resolution icons to multiple places in the game, for example building info, top bar etc.
  • Updated two child portraits to higher resolution versions.
  • Decreased the light intensity of heatwave catastrophe in the world map.
  • Removed the by-product UI element from animals in the ranch that do not produce a by-product.
  • Increased the visibility of the wheat crops in fields.
  • Updated the model for the Lightning Rod and adjusted the build menu icon accordingly.
  • Fixed an issue that caused Martian Wind Turbine to not play animations during winter.
  • Fixed an animation issue that caused concrete extractor workers to move out of bounds instead of working in the cabin.
  • Fixed an animation issue when moving the camera very close to the radar building.
  • Minor polish to the following UI elements:
    • Deposit info panel.
    • Specialist ready indicator in the specialist bar.
    • Specialist action done indicator in the world map.
    • Buttons in the building info panel.
    • Loading bar.
    • Energy and water consumption/production icons.
    • Repair/demolition/overtime mode tooltips.

Balance Adjustments
  • Replaced some medicine, weapon and clothing scavenge locations with metal, corn and firewood locations in the world map.
  • Removed the lowest tier of science outpost locations and replaced them with regular science point locations that can be scavenged.
  • Added a minimum starting date for combat quests. This should make quests a little bit easier in the beginning of the game.
  • Adjusted the shooting and reload times of specialists and guards so that they cannot attack repeatedly. Stutter stepping allowed them to attack very quickly.
  • Reduced the patrol range of guards in the Guard Post.
  • Increased the attack damage and range of the Scout Tower slightly.
 
  • 12Like
  • 1Love
Reactions:
What's the new gameversion, please?
In answering forum posts, I cannot confirm what version players have and I don't have access to my PC at the moment.

Thank you.

Game version numbers for the latest builds are as follows:

Steam / Epic: 1.25.0.2775
Xbox: 1.25.0.234
PS4: 1.25.0.54 in Europe, 1.25.0.55 in USA
 
⚠ Hey Survivors - an update for those trying to play the new Rebirth DLC on Epic Games. We've confirmed that there's definitely an issue affecting players who have bought the DLC as a separate purchase.

Note: It's only impacting those who have purchased Rebirth separately, so if you're playing with the Ultimate Colony edition, or are on other platforms, you shouldn't be affected.

We're really sorry about the inconvenience. We're on top of this and thank you all for your patience as we work hard to get it resolved ASAP!
 
⚠ Hey Survivors - an update for those trying to play the new Rebirth DLC on Epic Games. We've confirmed that there's definitely an issue affecting players who have bought the DLC as a separate purchase.

Note: It's only impacting those who have purchased Rebirth separately, so if you're playing with the Ultimate Colony edition, or are on other platforms, you shouldn't be affected.

We're really sorry about the inconvenience. We're on top of this and thank you all for your patience as we work hard to get it resolved ASAP!

I owned the base game on epic. Today I bought the Ultimate Colony Upgrade and now I can't start a new game. The game stops at the initial loading screen with 0 progress and scrolls through the varies hints. I assume this "bug" is what is stopping me? I did a clean install and cleared out the folders in mydocuments and apps.
 
I owned the base game on epic. Today I bought the Ultimate Colony Upgrade and now I can't start a new game. The game stops at the initial loading screen with 0 progress and scrolls through the varies hints. I assume this "bug" is what is stopping me? I did a clean install and cleared out the folders in mydocuments and apps.

That sounds different to the issue at hand, but could be related. I've passed it on to the devs to see if they have any insight, but from my experience, getting stuck on the loading screen can sometimes indicate issues with the game files, like a bad install (I've also had it happen to me when trying to test-run mods I've made)
 
That sounds different to the issue at hand, but could be related. I've passed it on to the devs to see if they have any insight, but from my experience, getting stuck on the loading screen can sometimes indicate issues with the game files, like a bad install (I've also had it happen to me when trying to test-run mods I've made)
ok thanks.

I will do another install and try to clean out all the directories.
 
ok thanks.

I will do another install and try to clean out all the directories.
If the issue persists, please go to %USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\ and attach the player.log in that folder to a new post. The player.log contains info about the last game you played, so make sure the loading screen issue happened in the latest game you started.
 
If the issue persists, please go to %USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\ and attach the player.log in that folder to a new post. The player.log contains info about the last game you played, so make sure the loading screen issue happened in the latest game you started.
I figured out my problem.

I installed to C drive instead of D drive, and then I made sure to allow EPIC and the game connect to the internet.
So now in the main menu it actually acknowledged that I had DLC installed. And had some new details and new popups about the current version.
It seems like before when I was installing to D drive, it wasn't acknowledging that I had DLC and wasn't starting a new game properly.
 
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Reactions:
Still early into a run, but a couple minor bugs I've noticed:
  • Specialists killed on the colony map aren't properly reflected in the dead specialists statistic.
  • The "time until society request expires" (from New Alliances) doesn't update in real time. Days can pass and sometimes it'll have the same "complete in x days, y hours" it did before and other times it'll have updated to a new estimate. So I don't actually know when any society requests are going to time out.
  • Guards who drop below ~20 HP just stand still and accept death. They stop fighting or moving or responding to commands, even when running a little more might have saved their life.
  • If there's a hostile enemy near a guard tower, the tower won't fire unless a colonist or building is directly under attack. E.g. if an animal attacks a colonist next to a guard tower and the colonist runs out of range, the enemy stops chasing but the tower stops shooting at it, even if it's in range of the tower.
Not sure if these are bugs, but seems like the behavior changed since the last time I played (New Alliances DLC):
  • Maintenance facilities won't schedule repairs unless someone is actually working at the facility. Kind of a QoL downgrade since repairs aren't necessarily done by the maintenance worker and it forces me to queue repairs manually when free colonists are scarce.
  • When the Pandemic Catastrophe hits, water consumption immediately spikes. This is separate from the consumption increase from sick people, which still happens, so you get extra water demand twice. Screenshots included showing my water consumption immediately before and as soon as the Pandemic starts, before anyone has had time to get sick. Looks like consumption immediately jumps by 0.5 water per colonist.
  • When the Blight monsters upgraded to the second tier, one of the early weak nests that was near my colony just disappeared. Not sure if that was supposed to happen since I don't have exterminators yet. The Blight Cores are still there and I think a new warrior nest sprung up elsewhere later on.
  • A science output built in a sector with a 16 science/12 hours landmark actually gives me 18 science/12 hours. If this is intended, I don't see anything listing where the extra +2 comes from.
Feature requests:
  • Can we see the guard tower auto-combat range indicated somehow? The base range seems shorter than I'd have expected.
  • Is there a total colonists died statistic? Guards killed is shown, but that doesn't reflect colonists that may have died of thirst or other issues. Asking for a friend.
I also spent a fair amount of the early game wondering how to get the blight research station, assuming it was a tech tree upgrade (spoiler: it's not). Didn't know it'd be unlocked by a quest. Maybe the blight sample tooltip text should be different pre-quest to say "we don't know how to use these yet" instead of "build a research lab" so it's more clear the feature is locked until later?
 

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Greetings survivors!

Our third DLC is now available! “Rebirth” offers a new way to literally transform your colony into a post-apocalyptic paradise! Clear the waters and purify the soil with new terraforming discoveries to bring back the once green fields and lush forests. The journey is not without its perils though, as a new threat is on the rise. A mysterious fungal disease called the blight has infected both animals and plants, creating new challenges for the player. But their wild mutations also hold the key to victory!

CmvusISvUkGXf9TWIRAuU5J6SFZMoMQH18p6tK8rj5Pqy6duDV_JO3bg9Gb5NsvznFNt097YiB5f8OYvY1XfGVMucc8YEJrO4LcfiWhYTPw_UkBz_fRLi-_TBKyPqzUaJX8eIZpiLSPOdqzAK4Mr6xI

IMAGE: Surviving the Aftermath: Rebirth

The DLC includes a modular Blight Lab, which allows players to advance in the new “Discoveries” tech tree. This can be used to unlock new buildings and permanent improvements for your fight against the blight, eventually turning the threat into an advantage. Seeing the colony’s grim and hostile beginnings turn into a beautiful and inviting landscape is truly something special.


Terraforming

New terraformers allow players to transform the barren soil and murky waters into a healthy, vibrant environment. These advanced buildings can be discovered via the Blight Lab, which players unlock after completing a special quest. Once built, you can order its workers to plant new soil within the work area, transforming the very earth patch by patch.

The terraformers are fueled by blight samples that you collect from numerous sources during your fight against mutated creatures that seem oddly determined to stop your progress. In addition to striking visuals, terraformed soil offers superior production with fields and water wells in its area.

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IMAGE: Terraforming the soil


The Blight

The fungal blight is tainting the very soil and everything living on it. It grows fast, infecting animals and plants alike, centering on blight cores, which infect the soil and cause blighted nests, hives and lair to emerge. You’ll see its effects everywhere from strange-looking fungi to enemies that roam the lands. The blight is not without its merits though, as it can be studied and turned into beneficial discoveries in the blight lab. These blight samples can be collected from multiple sources such as carcasses, blighted trees, deposits and even farmable crops and mutated ranch animals.


Blighted creatures

New blighted enemies are a constant, evolving threat to the colony. They spawn from nests, hives and lairs around the colony. The initial encounters with these creatures should pose little problems, but their dangers become stronger as the colony grows. The largest enemies can infect the colonists with an incurable condition with horrific consequences. These creatures can also appear on the world map and might attack your specialists if you cross their path. So stock up on weapons and build guard towers to protect the colony.

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IMAGE: New enemies


New anti-blight buildings

Rebirth has several new buildings which allow the player to fight against the blight and turn the rapidly mutating threat into an advantage. It all starts after unlocking the new Blight Lab by completing a special quest. This modular building grows in size as you unlock new discovery tiers by supplying it with blight samples to study.

Purification Posts clear blighted trees and corpses to extract blight samples from them, but can also clear small pollution patches early in the game. It’s highly polluting, though, so build it on the outskirts of your colony. Its "Exterminators" upgrade allows clearing enemy-spawning nests, hives and lairs for a brief respite from enemy attacks and as an additional source of blight samples. And finally, upgrading your Environmental Station to a new Hazmat Station unlocks the ability to clear the blight cores - the root cause of the infestation.

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IMAGE: New buildings


Other Improvements

Scout Towers and Guard Posts have been revamped and are now more efficient than ever before as a stationary line of defense. New attack animations have been added to emphasize their new role. On the world map, some of the early research outpost spots have been turned to regular science locations, allowing easier access to your first science points. Colony has more metal deposits than before and pollution spreads more evenly. Pollution overlay is also now clearer on which areas are affected. Several combat-heavy quests have been pushed back so the player has a better chance of completing them with multiple specialists.

Hyq5TR0HzV_cL22II0a6SgNCWGgt1bqSkRi2PtwYuIPCKwcx3NlTR2HINB-WHsqyQ1PDG2cwXNqPk84cU0QGebAF-_kj3b_dMZEPJLwWoGS-9o75Nybi-r-6BiuHy46xbhT4yt0Z1dGgMTNZZ-D76wM

IMAGE: Guard posts shooting at blighted creatures

On the visual side, buildings remove less foliage when placed, creatíng a nicer-looking colony. Various user interface and usability improvements include “Specialist ready” indicator pulsing faster, more visible blocked tile overlay in build mode, reworked soil overlay color with color-blindness in mind and an “exit vehicle” icon for the vehicle UI. Society list also shows all tradable resources instead of just the first five.

t7Znws3FfIKqzqEt4dtX7KW5WuYkrW446p6G9t3yb9_EqEXca2JFwHVTnUYeIEJKCZHMCFDehDWfi6rFmub8zaIZUYIOkiJBpc84FxVF0PxpfT8I1WWwhMu9p3ZYWBTgNX8LjnvlVrw-MGT2E2-mfJ8

IMAGE: Community-created specialist


Community-created specialist

A while ago we asked you to design a new specialist. After considering all your wonderful applications, we ended up with "Gloriosa"! She’s a born-and-raised doomsday prepper who turned scavenger and can be selected as a starting specialist in a new game.

We’re eager to see you turn the inhospitable wasteland into a lush and green paradise!

View attachment 956913

Surviving the Aftermath: Rebirth is now available for PC, Xbox and Playstation both as a part of the Ultimate Colony Edition or separate purchase.

General
  • Added a new specialist to the game called Gloriosa.
    • Gloriosa was created by you, the community. She is a born and raised doomsday prepper and can be selected as a starting specialist in a new game. A big thank you to all participants!
  • We’ve heard many reports from players that they cannot find enough metal. Because of this, we adjusted the way metal and concrete deposits spawn in the colony.
    • There is now a higher likelihood that metal deposits spawn closer to the starting location. Scouting is still likely necessary, though.
    • Some metal can also be scavenged in the world map.
  • Added six new Rebirth DLC related achievements.
    • Tower Defence - Build 5 Guard Posts.
    • Timber! - Cut down 100 blighted trees.
    • Pest Control - Kill 40 blighted creatures.
    • Core of the issue - Destroy a Blight Core.
    • Rebirth - Complete “Rebirth” quest.
    • Post-Apocalyptic Paradise - Terraform the majority of the map.

Gameplay
  • Changed the way pollution spreads from pollution deposits and buildings. The pollution area remains mostly unchanged, but the intensity is now spread more evenly.
  • Blocked some achievements from unlocking in a custom game. Previously, some achievements could be unlocked by playing a custom game which was not intended.
  • Increased the amount of resources shown in the society trade menu. Previously, only six resources were shown, but now it shows everything a society has to offer.
  • Consoles only: Fixed an issue that caused Wind Turbine, Martian Wind Turbine, Lightning Rod and Lightning Tower to be unrepairable if Ultimate Colony DLC was enabled. This issue was already fixed on PC versions some time ago.
  • Fixed an issue that caused the meteor storm catastrophe to only drop one meteor.
  • Fixed an issue that caused the game to get stuck if the camera moved over a combat location when trying to confirm combat victory in the world map.
  • Fixed an issue that caused combat disasters (for example rat beetle or boar attacks) to stop working after the endgame quest started.
  • Fixed an issue that caused a colonist to get stuck if its workplace was close to the colony border and the colonist had no home.
  • Fixed an issue that caused deposit guardian animals to not return to the deposit properly after disengaging from combat.
  • Fixed a repair related issue caused by selecting a destroyed building right after a save was loaded.
  • Fixed an issue that caused a colonist to get stuck when multiple colonists were gathering resources and the deposit was cleared at the right time.
  • Fixed an issue caused by pressing the demolish mode hotkey while hovering a building right after loading a save.
  • Fixed an issue that caused the colonist cause of death to be incorrect if it died from combat damage.

Graphics
  • Adjusted the colors in soil fertility overlay and in the circle around Water Well to be more color blind friendly.
  • Added a combat animation for the Scout Tower and Guard Post.
  • Made the red color brighter when placing buildings to make it easier to see unavailable building placement.
  • Buildings remove a smaller area of foliage and props around them when placed.
  • Added an exit vehicle icon to the vehicle panel.
  • Vehicles now show the correct amount of passenger slots available.
  • Made the overlay info panel darker and more readable.
  • Updated higher resolution icons to multiple places in the game, for example building info, top bar etc.
  • Updated two child portraits to higher resolution versions.
  • Decreased the light intensity of heatwave catastrophe in the world map.
  • Removed the by-product UI element from animals in the ranch that do not produce a by-product.
  • Increased the visibility of the wheat crops in fields.
  • Updated the model for the Lightning Rod and adjusted the build menu icon accordingly.
  • Fixed an issue that caused Martian Wind Turbine to not play animations during winter.
  • Fixed an animation issue that caused concrete extractor workers to move out of bounds instead of working in the cabin.
  • Fixed an animation issue when moving the camera very close to the radar building.
  • Minor polish to the following UI elements:
    • Deposit info panel.
    • Specialist ready indicator in the specialist bar.
    • Specialist action done indicator in the world map.
    • Buttons in the building info panel.
    • Loading bar.
    • Energy and water consumption/production icons.
    • Repair/demolition/overtime mode tooltips.

Balance Adjustments
  • Replaced some medicine, weapon and clothing scavenge locations with metal, corn and firewood locations in the world map.
  • Removed the lowest tier of science outpost locations and replaced them with regular science point locations that can be scavenged.
  • Added a minimum starting date for combat quests. This should make quests a little bit easier in the beginning of the game.
  • Adjusted the shooting and reload times of specialists and guards so that they cannot attack repeatedly. Stutter stepping allowed them to attack very quickly.
  • Reduced the patrol range of guards in the Guard Post.
  • Increased the attack damage and range of the Scout Tower slightly.
Dear Devs,

I have a little problem with this part: "On the world map, some of the early research outpost spots have been turned to regular science locations, allowing easier access to your first science points"

I started a new game to see the what has been changed. Vanilla game, I have no DLC - thought about to buy th Rebirth, but now I have some doubts.

My problem is that there are very-very few Science on the World map and none, I repeat, there is none Science Outpost. I can not tell you how many sector was scouted, but I had a lot-lot more last time. I found some sector with 2 or 3 dotted science and some are for Survivors and acctually there was very few any other Outpost.

Is that a bug or these changes was not little, but big? I don't like it this way.

Waiting for your reply.
 
Dear Devs,

I have a little problem with this part: "On the world map, some of the early research outpost spots have been turned to regular science locations, allowing easier access to your first science points"

I started a new game to see the what has been changed. Vanilla game, I have no DLC - thought about to buy th Rebirth, but now I have some doubts.

My problem is that there are very-very few Science on the World map and none, I repeat, there is none Science Outpost. I can not tell you how many sector was scouted, but I had a lot-lot more last time. I found some sector with 2 or 3 dotted science and some are for Survivors and acctually there was very few any other Outpost.

Is that a bug or these changes was not little, but big? I don't like it this way.

Waiting for your reply.

Hey! Just the CA but maybe I can help. Is this a new save file that you've started, or are you playing an existing one? And how many sectors away from your colony have you explored? Speaking from personal experience, in a recent playthrough I didn't find any science outpost nodes within an approx. 4-sector radius, but once I'd scouted far enough they were quite plentiful (I even had a sector with two 30sp nodes in one!)
 
  • If there's a hostile enemy near a guard tower, the tower won't fire unless a colonist or building is directly under attack. E.g. if an animal attacks a colonist next to a guard tower and the colonist runs out of range, the enemy stops chasing but the tower stops shooting at it, even if it's in range of the tower.
  • Maintenance facilities won't schedule repairs unless someone is actually working at the facility. Kind of a QoL downgrade since repairs aren't necessarily done by the maintenance worker and it forces me to queue repairs manually when free colonists are scarce.
  • When the Blight monsters upgraded to the second tier, one of the early weak nests that was near my colony just disappeared. Not sure if that was supposed to happen since I don't have exterminators yet. The Blight Cores are still there and I think a new warrior nest sprung up elsewhere later on.
Thank you for the feedback, Troyen! I can answer to some of these real quick:
  • This was done to prevent cases where a tower might unintentionally start fights player might not want when nothing is being threatened per se, so they only open fire when there's a clear danger
  • Maintenance post without workers sort of gave its main benefit (automatic repair tagging) for "free". Also, it went against our intent having the workers be the ones assigning buildings for maintenance
  • Nests, hives and lairs disappear over time even if you haven't touched them to keep players on their toes and prevent "camping" them with guard posts - when one nest disappears, another always appears somewhere else
 
Dear Devs,

I have a little problem with this part: "On the world map, some of the early research outpost spots have been turned to regular science locations, allowing easier access to your first science points"

I started a new game to see the what has been changed. Vanilla game, I have no DLC - thought about to buy th Rebirth, but now I have some doubts.

My problem is that there are very-very few Science on the World map and none, I repeat, there is none Science Outpost. I can not tell you how many sector was scouted, but I had a lot-lot more last time. I found some sector with 2 or 3 dotted science and some are for Survivors and acctually there was very few any other Outpost.

Is that a bug or these changes was not little, but big? I don't like it this way.

Waiting for your reply.
Science outposts have been moved further away from the colony for two reasons:
  • Players could get "Science Point starved" early on, when they would only come across outpost locations and not get the initial boost to science production with the one-shot locations, since they couldn't take advantage of the outpost locations in the early-to-mid game before teching up
  • Pushing science outposts a bit further away leaves more room for survivor outposts close by, as their travel time is a pretty big deal in getting more colonists and thus keeping the wheels turning in the colony
 
  • This was done to prevent cases where a tower might unintentionally start fights player might not want when nothing is being threatened per se, so they only open fire when there's a clear danger
That makes sense. In practice though, 90%+ of the time an enemy will run up just in range, get shot once, then deaggro whatever it was chasing at the edge of guard tower range. Only to wander around for a few seconds before assaulting the tower and having all the guards have to rush over again. Maybe something can be done to the bug AI so it doesn't stop just inside range? Feels weird to constantly have the towers and guards dismiss the enemy when it is most definitely going to attack again in 10 seconds.
 
PS4 - GAME IS VERY LAGGY and keeps crashing anytime I change world maps, crashes after autosaves, or even trying to reload from a different save.

Its like the game cant handle the memory issue. When are you going to fix this?

By the looks of it, it should of been fixed by now but there is no file or update to download. I have the full complete game with ALL DLCS.

Please give me an update asap. I paid to have my PS4 cleaned out and I even reinstalled the game several times backing up my saves on PS network. This is getting really annoying it crashes every 10 mins it seems.
 
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Thank you for the feedback, Troyen! I can answer to some of these real quick:
  • This was done to prevent cases where a tower might unintentionally start fights player might not want when nothing is being threatened per se, so they only open fire when there's a clear danger
  • Maintenance post without workers sort of gave its main benefit (automatic repair tagging) for "free". Also, it went against our intent having the workers be the ones assigning buildings for maintenance
  • Nests, hives and lairs disappear over time even if you haven't touched them to keep players on their toes and prevent "camping" them with guard posts - when one nest disappears, another always appears somewhere else
Please read my previous comment and fix.
 
I am currently on my playthrough with all three DLCs and is very fun. But one big issue I have noticed is that even with an abundance of blight samples, the basic and advanced terraformers say insufficient resources even with people allocated to each of them. Please fix this I would love to continue to be able to terraform. My version is Xbox series X! Thanks