After Inc. 1.2 - Droughts, Modifiers and More!

Expeditions are heating up. What will your new civilisation find in the unknown?

Changelog:

New Features & Content

Update 1.2: Droughts & Dynamic Modifiers

  • Droughts
  • Expedition Modifiers
  • New Expedition Rewards
  • New Historical Events

Fixes

  • Fixed "Silent Screams" on Critical Mass giving too high a score
  • Fixed Building Production previews not reflecting Starting Production bonuses
  • Fixed incorrect notification terms shown when building new housing
  • Fixed being able to build in the Power Plant area of "Life After Death" in Critical Mass before Cleansing the area
  • Fixed needing to rebuild housing that never existed if people abandon you as the Slumlord
  • Improved tracking of Fighter damage (no more Zombies from civil unrest)
  • Fixed issue where Expedition starting explored Areas not always giving the maximum possible Areas
  • Fixed issue where small Storage was not appearing for Medicine, Stone, and Material resources
  • Fixed issue where Housing Storage did not increase storage of basic resources
  • Fixed Claim and Explore costs not changing if you started your Expedition in a different area

Quality of Life

  • Improved touch screen controls, button responsiveness
  • Tweaked requirements to get 3/4 stars
  • Increased the score impact of Difficulty level
  • Updated various icons and assets to have a more grungy, worn down look
  • Retained the Patience display when Fighters or Zombies are in the Settlement area
  • Added a notification for when Fighters reduce an area's Claim cost

Balance Changes

  • Frostbite level - Now starts in March, not June
  • Slumlord - Added +1 Stamina when Population increases
  • Slumlord - 70% less morale impact from Homelessness
  • Slumlord - Reduced impact of first Population abandonment
  • Slumlord - Housing has more positive impact on Morale
  • Tyrant - Fighters take 20% less damage when suppressing population
  • Hermit - Increased production bonus by 5% if Unexplored areas are nearby, reduced production penalty by 8% if no Unexplored areas are nearby
  • Personal Trainer - Increased food consumption by 5%
  • Festivals - Now slightly cheaper and costs increase less with repeat purchases
  • Combat - Child soldiers have less health
  • Combat - Fighters that are significantly stronger than Zombies now take less damage and are more likely to win fights
  • Combat - Claiming areas is 60% more likely to wake up adjacent Zombies
  • Combat - Claiming areas adjacent to your Settlement area will never wake up dormant Zombies
  • Combat - The number of Zombies recently spawned in an Infestation are now factored into determining how many new Zombies can spawn there, making Taunting to clear areas more viable
  • Patience - Extended the initial Patience timer if an Expedition starting area has reduced access to Food and Wood
  • Patience - Increased Patience timer for Medicine, Stone and Material resources by 60%, 100%, and 140%
  • Patience - Increased Patience timer for Cleanse Infestation objectives based on the estimated difficulty of Infestation positioning
  • Patience - Increased Patience timer for Kill Zombie objectives based on the estimated difficulty of Zombie positioning
  • Patience - Reduced the Patience timer for Kill Zombie objectives later into the game
  • Patience - Paused the Patience timer when the Settlement area is under attack
  • Rain - Now reduces any Water deficit by 10% per day
  • Misc - Increased Medicine, Stone, and Material objectives minimum Expedition Ambition
  • Misc - Storage is now always available when at Technology Level 2
  • Scavenging - No longer creates scavenging bubbles if the resource Stockpile if full
  • Scavenging - Winter & Drought are not as slow but now have a chance of scavenging fewer bubbles

See the last changelog here: https://www.reddit.com/r/AfterInc/comments/1inwpq4/11_changelog_beyond_the_bunkers_expansion/

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