Surviving the Aftermath kicks off the new year with Update 1.3.0 going live, its patch notes revealing the addition of vehicles, Twitch integration and more.
Titled Expeditions, Update 1.3.0 also expands upon trading, introducing a reputation-based system to better reflect that you're trading with other factions in Surviving the Aftermath's world.
Surviving the Aftermath Update 1.3.0 Expeditions Patch Notes
Here are all the changes and additions that Surviving the Aftermath sees with the Expeditions Update 1.3.0 going live, as per its full patch notes:
- [Community request] Twitch integration allows viewers to interact with different options within the game.
- Vote between different event results.
- Vote for the next catastrophe to be unleashed upon the player.
- New Tutorials added
- Outposts, Vehicles, and Trading.
- Improvements to Paradox and Xbox account linking user experience.
- Fix to Forester and Trapper when the work area was placed into an empty area and caused incorrect behavior.
- Societies are now randomly selected.
- Empty portrait icons are now shown in survivor group information popup when there are no children or adults in the group.
- Colonists that occupy houses and workplaces will now be highlighted when the building is selected.
- [Community request] Improvements in the top bar.
- Tools and Clothes now show the number of items that are about to break within a day.
- Food growing in the fields is now separated from the Production number under the Food category.
- Added the first version of drivable Vehicles.
- Three different cars:
- Hatchback: Fast but lowest amount of specialist slots.
- Sedan: Improved version of the Hatchback with more specialist slots.
- Station Wagon: the Largest amount of specialist slots but slow.
- Cars are broken when found and must be brought back to the colony before they can be used. Broken cars move at half their normal speed (AP).
- To use a car, players need to move a specialist over it.
- Players can click on the car to select specialists that are on board and issue an exit command.
- Players can order the unit displayed on top to move away from the car.
- This is the first iteration of this system, and it will be subject to change in future updates.
- Added a new building for repairing vehicles and assembling teams to send out on the World Map: the Garage
- This feature will be revisited in future updates.
- Broken cars go directly into empty Garages and can’t be sent back to the World Map without repairing them first. If there is no empty garage space, the car stays on hold until a new garage is built.
- A Garage can repair and store one car at a time.
- Repairing cars consumes Fuel (new resource type).
- Garages need specialists for repairs instead of colonists.
- [Community request] Sunflower and Flax seeds added to make Oil and Fiber, respectively. This unlocks a new way to produce inedible resources on fields. Players can now balance between Food and production of other resources.
- New techs
- Biofuel Formula - Unlocks Refinery (Production category)
- Motorized Exploration - Unlocks Garage (Exploration category)
- Greatly improved and expanded Trading, which is now based on Reputation between a Society and the player’s Colony.
- Reputation added as currency between societies.
- Reputation is an individual face value between the colony and each society.
- Doing favors (Selling resources) increases Reputation.
- Requesting favors (Buying resources) costs Reputation.
- Trades are completed in several small deliveries depending on the offer. The player can try to fulfill these requests bit by bit without having the full amount of resources simultaneously at hand.
- Successfully fulfilling a request in time is rewarded with bonus Reputation.
- Failing to fulfill the request results in a penalty depending on the size of the deal.
- Fuel added as a tradeable resource.
- Seeds and insect eggs can be bought from other societies.
- Ten new events added.
Cars can be found only on the world map.
- Trade routes are now shown as lines on the World Map, instead of just icons on top of Societies.
- Players can now hover the cursor over the colony or another society to see currently active trade routes.
- Import and export routes are shown separately.
- Changed the way Specialists’ movement lines are rendered on the World Map.
- Added ten completely new 3D models for Specialists based on Their archetypes (each archetype has a male and a female version):
- Added three car models, one per type (listed above).
- New buildings:
- Dead colonist corpses are shown as black boxes when they are carried.
- Five new event illustrations added.
- Added models for flax and sunflower fields.
- Lines between sectors are now hidden on World Map.
- The selected object outline now flashes instead of filling the object itself with plain color.
- Corpses eventually decay in the Burial. Once a corpse is decayed, the slot it was occupying becomes available.
- Meteor Shower has fewer meteors but they’re much shorter and much more intense. This change also reduces performance impact, especially on Xbox.
- Specialist Action Points reduced slightly to balance them with vehicles.
- Specialist Scavenge and Research amount increased to compensate for AP reduction.
- Tradable resource quantities balanced and prices added.
- Starting reputations added to societies.
- Rebalanced resources on the World Map and added Fuel.
- Producing Clothing now costs three fibers instead of two – as Fiber is now more readily available.v
- Pandemics are now slightly more contagious and infections slower to treat.
- Cabbage and Peanuts are now a lot faster to harvest to make them more desirable compared to other crops.
Surviving the Aftermath is available now in Early Access on PC, via the Epic Games Store, and Xbox, via Xbox Game Preview.