Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

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Suncrash  [developer] Jan 12, 2018 @ 2:08am
Update 15 beta - patches & Localization
Hey guys,

A bit after I released the update yesterday I felt uneasy, some things in my own playthrough bugged me and I decided to investigate them further. So, after some thought I made another patch. Some of it is based on the little feedback we already received, but most is from my own playthrough, I should have made these changes before releasing on the beta branch but better late than never. Sometimes you get too fixated on deadlines and make mistakes...

Mostly these are small balancing tweaks and stuff that we introduced in the last moment that weren't polished enough. Hope these make the latest update a bit better.

Now we'll let you play some over the weekend, and then use your feedback to decide what else needs patching before releasing on the main branch next week.

Thank you for your patience!

Patch Changes

  • Enemy Generation: more likely to spawn less enemies of the battle's tier rather than higher amount and lower tier.
  • Base attack: The extra warning time caused survivors to get into defensive positions too early, and go hungry or tired while waiting for the attack. Instead, there are now two warnings, one that enemies are on their way, which gives nearby task forces some time to return. A second message just before the attack will allow survivors to take defensive positions just in time for battle.
  • A confirmation message asking whether you want to activate the defense plan now appears when enemies are nearby, saving you the need to do it manually.
  • Fixed a bug where base attacks were much weaker than they should have been.
  • Fixed the label of the Activate button in the colony management, to activate defense plan.
  • Fixed bug in the infirmary that showed survivors with full health as if you need to spend 1 medicine to heal them.
  • Reduced amount of equipment found in scavenge a little bit (so more resources). Don't worry, there are still plenty.
  • Increased amount of equipment offered by traders (so less resources).
  • Increased amount of items offered by traders from 14 to 16.
  • Fixed bug where you couldn't see all the "Can Equip" abilities of a survivor when they had more than 1-2. They are now displayed in separate lines.
  • Some tweaks to enemy generation. Generally made things a bit easier, specially rescue missions in later stages.
  • Made rare weapons and armor a bit stronger, to better reflect their skill requirement.
  • Added advanced firearms skill requirement to shotgun (it's a rare weapon).

Patch 2
  • Now making sure there are at least 3-4 very easy scavenge locations near the base.
  • Fixed bug where entering a seed would produce a different result after just launching the game than after starting a game once and then returning to main menu and starting a new one.
  • Fixed bug where survivors would not go back to work immediately after a defense battle if manually ordered to take positions before the battle.
  • Reduced a bit the delay between the second defense message and the actual attack
  • Added some restrictions to profession starting skills, such as engineers not being brutes.
  • Now showing a different, more generic defense message when no defense plan has been set.

Patch 3
  • Fixed bug from patch 2 that caused some scavenge locations not to work.
  • Settlement events now start at day 15.
  • Fixed a bug that other settlement raids early on would cause the game to get stuck because there are no tier 0 human enemies in the game. Now the combat will start and end right away so the game will not be ruined (a proper fix will come in the next update).
  • Added German and Chinese translations for new features.
  • Fixed issue where actions (such as chop tree, or ritual descriptions) were always in English and not using the localized versions.
  • Made it so metal and minerals will not spawn in the edge of the map, since you can no longer build a mine (or anything) on the edges.
Last edited by Suncrash; Jan 17, 2018 @ 7:19am
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Showing 1-15 of 39 comments
2much Jan 12, 2018 @ 6:25am 
Thanks!
Lord Fane Jan 12, 2018 @ 6:37am 
Nice! Thank you for the quick fixes. Loving the game by the way haha.
D9sinc Jan 12, 2018 @ 12:19pm 
Hey I don't know if this is the place to put this, but I tried using the base defense thing and when I activate it the survivors go to their position, but after the attack is over the survivors stay in position until I activate them going to their defensive positions.
Lord Fane Jan 12, 2018 @ 12:37pm 
Originally posted by D9sinc:
Hey I don't know if this is the place to put this, but I tried using the base defense thing and when I activate it the survivors go to their position, but after the attack is over the survivors stay in position until I activate them going to their defensive positions.
Same here actually, I had to select em all and move em once before they snapped out of it.
Suncrash  [developer] Jan 12, 2018 @ 1:20pm 
Thanks, we'll check it out.
2much Jan 12, 2018 @ 2:38pm 
Not using the new base defense mechanic, but I'm still asked if I want to use it and the attack takes way too long to occur. I prefer the old way.
Suncrash  [developer] Jan 12, 2018 @ 3:06pm 
Originally posted by 2much:
Not using the new base defense mechanic, but I'm still asked if I want to use it and the attack takes way too long to occur. I prefer the old way.

The confirmation window also serves as a warning that the attack is imminent. The time between the initial warning and the confirmation window is there so you get a chance to return some of your task forces to base, but life in the base can proceed as usual. Only when the second message appears, it's time to get ready for the actual attack.

We're still considering shortening the time between the second notification and the attack, though some base configurations need more time to get into positions. Maybe we'll make it configurable.

We should probably also change the message in case that you don't use the combat planning mechanic.
Lord Fane Jan 12, 2018 @ 3:41pm 
Originally posted by Suncrash:
Originally posted by 2much:
Not using the new base defense mechanic, but I'm still asked if I want to use it and the attack takes way too long to occur. I prefer the old way.

The confirmation window also serves as a warning that the attack is imminent. The time between the initial warning and the confirmation window is there so you get a chance to return some of your task forces to base, but life in the base can proceed as usual. Only when the second message appears, it's time to get ready for the actual attack.

We're still considering shortening the time between the second notification and the attack, though some base configurations need more time to get into positions. Maybe we'll make it configurable.

We should probably also change the message in case that you don't use the combat planning mechanic.

Perhaps the check mark in colony management enables/disables feature? Although then you'd have to open a way to change defense positions/points. Perhaps a tab/bubble similar to equipment on the character profile to click and select their waypoints that way, Not sure of the difficulty that entails, but have been feeling the toggle in Colony management is sometimes obnoxious to go in; turn on; go through group to make sure everyone is waypointed; open colony management again; toggle off.

p.s. Perhaps that bubble lights green when character waypointed? If the time is known then maybe just getting to pick the time for each message, disabling each one, or setting the waypoint (three toggles with timer sliders and 0 being off? 2 for alerts 1 for waypoint?)
Last edited by Lord Fane; Jan 12, 2018 @ 3:45pm
2much Jan 12, 2018 @ 4:59pm 
Didn't check them all, but 2 out of 3 schools could not be scaveged.

Also the new maps are nice, but are they replacers or in addition to the old maps? Have not seen an old map in about 7 battles.
Suncrash  [developer] Jan 12, 2018 @ 9:28pm 
Originally posted by Lord Fane:
Perhaps the check mark in colony management enables/disables feature? Although then you'd have to open a way to change defense positions/points. Perhaps a tab/bubble similar to equipment on the character profile to click and select their waypoints that way, Not sure of the difficulty that entails, but have been feeling the toggle in Colony management is sometimes obnoxious to go in; turn on; go through group to make sure everyone is waypointed; open colony management again; toggle off.

p.s. Perhaps that bubble lights green when character waypointed? If the time is known then maybe just getting to pick the time for each message, disabling each one, or setting the waypoint (three toggles with timer sliders and 0 being off? 2 for alerts 1 for waypoint?)

We considered other alternatives, but deemed them less comfortable. For example, a button in the survivor profile would not allow you to quickly select several survivors and see their plan + modify it.

However, you don't really need to go into the colony management window, there is a keyboard shortcut, check the key bindings (default U to toggle and Y to activate the plan).
Suncrash  [developer] Jan 12, 2018 @ 9:29pm 
Originally posted by 2much:
Didn't check them all, but 2 out of 3 schools could not be scaveged.

Also the new maps are nice, but are they replacers or in addition to the old maps? Have not seen an old map in about 7 battles.

The old maps are still there.

What do you mean couldn't be scavenged? Too difficult? There are AT LEAST 4 schools with the lowest possible tier 2 difficulty. There are also alternative ways to get tier 2 equipment (traders) and research materials. And don't forget rare tier 1 stuff like camo suit, baseball bat, and olympic bow. You can scavenge those before attempting to take on the school.

Take your time to get ready before you attempt to scavenge those schools.
Last edited by Suncrash; Jan 12, 2018 @ 9:30pm
X-the Unknown Jan 12, 2018 @ 9:43pm 
A confirmation message asking whether you want to activate the defense plan now appears when enemies are nearby, saving you the need to do it manually.

Does this mean there's a way I can setup my defense and press some hot key and my characters will setup in it everytime I press the hotkey? If so how is it done?
2much Jan 12, 2018 @ 9:51pm 
I would click the school to scavenge, but no response.
Suncrash  [developer] Jan 12, 2018 @ 10:38pm 
Originally posted by X-the Unknown:
A confirmation message asking whether you want to activate the defense plan now appears when enemies are nearby, saving you the need to do it manually.

Does this mean there's a way I can setup my defense and press some hot key and my characters will setup in it everytime I press the hotkey? If so how is it done?

Yes. Open the colony management window and check out the defense planning. The hovers should explain how it works. There's also a keyboard shortcut you can find in the key binding window.
Suncrash  [developer] Jan 12, 2018 @ 10:39pm 
Originally posted by 2much:
I would click the school to scavenge, but no response.

Did you select a task force, then right click the school? If yes, could you please send us your save file and log files after trying to do so?
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Date Posted: Jan 12, 2018 @ 2:08am
Posts: 39