Patch Notes/v1.2.11

Steam News - Patch 1.2.11 - 29th Apr 2022

	+ Can learn skills to help explore, fight in combat, and help out around the shelter
	+ The number of skills they can learn is randomised
	+ Each party member can be assigned their own dog, allowing for a maximum of four dogs in a party
	+ Check out the “Pets – Dog” glossary entry in-game for more details
	+ There are five different coat colours for the dog

* Pet Cats
	+ Cats have three skills which scale in effectiveness based on their stat levels:
		- They leave the shelter at night time to scavenge in the wastes. Returning in the morning with their bounties!
			* Could be meat, gold/silver items, bones, or junk items
		- They hunt rats that appear in the shelter
			* Any rats caught will be harvested for meat when cleaned up
		- They provide a positive mood modifier to everyone inside the shelter who likes cats
	+ Check out the “Pets – Cat” glossary entry in-game for more details
	+ There are six different cat fur patterns

* Pet Chicken
	+ Chickens produce eggs (1 each per day) and can be harvested for meat
	+ A Chicken Coop object is required to be able to keep chickens
		- Chicken coops are built on the surface of the shelter
	+ Fertilised eggs must be located in the world and added to a coop in order to hatch a chicken
	+ Check out the “Pets – Chicken” glossary entry in-game for more details

* Pets Management Panel
	+ A new menu has been added to manage the cats and dogs you recruit
		- Can be opened using the icon with a dog on it in the top right of the screen
		- Allows you to rename them and view information such as stats, skills and age
		- An overview of your chickens can be viewed from each chicken coop

* Pet recruiting
	+ Cats and dogs can be recruited when encountering them in the world
		- You will need to gain their trust to convince them to join you
	+ There is no limit to the number of cats and dogs you can have in your shelter

* Pests – Rats
	+ Rats can start to spawn in the shelter once the cleanliness level of a room is low enough
		- The chance a rat will spawn increases as the cleanliness level drops lower
		- Once a rat has spawned it will not leave until caught in a trap or dealt with by a cat
	+ Rats will cause dirt and can spread to other rooms of the shelter
	+ Rats will damage powered objects in the shelter
	+ Rats can cause the plague illness which will kill your faction members if not treated with antibiotics
	+ Rats will give your faction members negative mood modifiers. These will become more potent as more rats spawn

* Surface wildlife – Deer
	+ Deer will now appear on the surface of the shelter
	+ Can be hunted by building a Deer Stand object

##### New objects

* Drafting Table Tier 1
	+ Dog bed
		- A place for your pet dogs to sleep
	+ Feeding Bowl
		- The feeding bowl object is where cats and dogs feed from
	+ Cat Scratching Post
		- Stops cats from damaging objects around the shelter
	+ Litter Tray
		- Stops cats defecating in the shelter
	+ Mouse on a Stick
		- Increases a cat’s prey drive stat
	+ Cardboard Box
		- Increases a cat’s affection stat
	+ Balls of Yarn
		- Increases a cat’s scavenging stat
	+ Rat Trap
		- Can trap up to two rats
		- Rats can be released on the surface or harvested for meat

* Drafting Table Tier 3
	+ Chicken Coop
		- Allows you to keep chickens
		- Holds a maximum of four chickens
		- Generates fertiliser over time
	+ Deer Stand
		- Used to hunt deer on the surface of the shelter
		- New equipment

* Workbench Tier 2
	+ Dog Whistle
		- Increases the range at which a party can locate a dog when exploring
	+ Cat Bell
		- Increases the range at which a party can locate a cat when exploring
		- New meal recipes

* Poor Stove (Tier 1)
	+ Fried egg

* Camping Stove (Tier 2)
	+ Gammon Egg and Chips
	+ Mushroom Omelette

* Microwave (Tier 3)
	+ Meat and Mushroom Pie
	+ Vegetable Pie

* Oven (Tier 4)
	+ Cabbage Carbonara

##### New positive mood modifiers

* “Put To Rest”
	+ Applies when burying shelter members

* “Had a Workout”
	+ Applies when using exercise equipment

##### New negative mood modifier

* “Against slavery”
	+ Applies whilst you have prisoners in prison cells inside the shelter

##### Balancing/Gameplay Changes

* The dirt value of rubbish (vomit, blood, discarded food, rubbish piles from crafting, dirty objects, corpses) has been increased
* General dirt will now build up in rooms over time, instead of only being added as part of an interaction
	+ Cleaned up as part of the cleaning interactions on the Mop & Bucket object
* The Mop & Bucket now has a “Clean Level” interaction that allows you to only clean the level the mop & bucket is on

* Doubled the length of time a corpse will burn for in the Incinerator

* Stage 3 part 1 of the Church of Hope’s questline now has four opponents instead of one

* Balanced the damage output of some traps
	+ Min/Max damage reduced to zero for Flashbang Proximity Mine and Gas Proximity mine
	+ Min/Max damage increased for Spike Trap

* The number of items produced at workable locations is now multiplied by the number of party members
* Integrity loss on binoculars, camouflage, bags, and vehicle parts reduced by 50%
* Reduced the repair cost of all equipment and car parts
	+ Max repair cost is now 50% of the original recipe

* Broken bones now persist after combat and must be cured with a splint
* A broken arm reduces repair speed by 75%
* A broken leg stops a member from going out on an expedition
* Having any broken bone stops members from using exercise equipment

* Balanced some skills
	+ Pump Up
		- Instead of increasing strength it now provides a 50% damage bonus
		- Stamina cost has been reduced to 5 from 10
	+ Rallying
		- Now provides a boost to dexterity instead of strength
	+ Taunt
		- No longer provides +1 strength to the target
		- Reduced chance of success from 100% to 75%
	+ Demoralise
		- The target now deals 25% less damage, instead of receiving -2 strength

* The randomised stats range of all normal faction grunts has been increased by one
* All opponents in faction encounters now have a chance to be equipped with armour
* Balanced the number of opponents that can appear in faction encounters
	+ Difficulty 1 regions
		- 1-2 opponents
	+ Difficulty 2 regions
		- 1-3 opponents
	+ Difficulty 3 regions
		- 2-3 opponents
	+ Difficulty 4 regions
		- 3-4 opponents
	+ Difficulty 5 regions
		- 4 opponents

* The buff from using a stimulant can now increase stats past the character’s max cap
	+ Up to the max limit of 20

* The effects of stimulants no longer stack

* When it’s time to spawn a new faction job it will now populate all free job slots
	+ Also, now possible to have duplicate jobs spawn

* Glass jar weight changed from 1 to 3

* Reduced the rate at which heat dissipates from a room

##### Quality Of Life Changes

* A party can now take out multiple 1-2 person vehicles

* The weekly events report will now only start to trigger once a faction has been discovered

* All weapons, bags and equipment attached to your faction members will now remain equipped until removed
	+ New individual equip menu added which can be opened using the carboard box icon on the avatar panel in the bottom left
	+ Any equipped items will be displayed in all relevant equipment menus (expedition setup, breach combat setup)

* Fusebox panel updated to try to display more clearly how much power is being used to charge batteries

* Warning text added to inventory panels to remind the player when there are items in the junk pile

* Can now select combat positions on party setup and - whilst a party is out - from the party equip screen
	+ Four yellow circles appear with their avatar
	+ Click the circles to switch positions

* Added a UI overlay to the map which will display the name of all locations on screen
	+ Hold Left Ctrl when on the map

* Added a button to the rations panel which adds 5 rations to the party

##### Misc Changes

* Changed the name of the Convincing Voice faction goal to Radio Experts
* Expedition setup panel layout updated to accommodate pet dogs
* New entries added to the glossary for dogs, cats, chickens, pet recruitment and rats
* Cleaning tutorial stage has been updated to cover cleaning objects
* Added two new tutorial pop-ups about summer and winter to warn of their hazards
	+ Summer prompt displays after 10 days
	+ Winter prompt displays after 40 days
* All weapons now display their type in their description
* Recruits turning up at the shelter door now display their traits
* Updated some glossary images

##### Bug Fixes

* Toxic Morningstar no longer uses the knifing animation
* Animals will no longer drop items when they run away
* Fixed issue where the Incinerating Corpse job icon would be replaced with the Walk To icon when loading a save
* The Laboratory crafting panel now displays the “refined” recipe details
* Fixed an issue where the ailments, stats, mood, and desires panels can overlap each other if their shortcut buttons are pressed too quickly
* Fixed an issue where ammunition wouldn’t deplete if it wasn’t the same quality as the weapon
* Fixed an issue where the “harvested a corpse” mood modifier was being applied to psychopaths
* Fixed an issue where the cycling animation could stop playing whilst using the Poor Bike
* Pistols now have SFX
* Fixed an issue where combat related desires weren’t fulfilling when completed
* Fixed the equals button on the rations panel
* The player’s turn will now automatically end after a failed escape attempt
* The “Comfort Prisoner” job icon no longer displays as “Talk AI job”
* Fixed an issue where items lost by the player in a previous encounter would be displayed if the opponent flees
* Burnt-out objects will no longer display their object name twice when the object integrity overlay is active
* Fixed an issue with “capture” jobs where they could be completed after the prisoner had been executed
* Fixed an issue where the item tool tip could get stuck open on the radio panel
* Fixed an issue where the item filters would not reset when the item transfer panel next opened
* Fixed an issue where “-50 rep” would be displayed when defeating a faction member even though no rep was lost
* Added missing SFX for the Disarm skill
* A character’s name no longer randomises when switching body type on character creation
* Potential further fix for characters who can become stuck
* Fixed an issue where facial hair options were available for female members when using the Ceramic Sink & Mirror object
* Fixed an issue where faction jobs and quests would remain active after wiping the faction out
* Fixed an issue where killing and looting a faction trade group would not remove the items from the faction’s trade inventory
* Fixed issue with not being able to trigger fights with breachers in front of stairwells
* Fixed an issue with some interactions (paint shelter, rearrange shelter, and setup expedition) not displaying why they are unavailable during a breach
* Fixed an issue where NPCs wouldn’t play their run animation whilst leaving the scene during an outpost attack
* Vehicle parts no longer repair themselves when being removed and added back to a vehicle
* Corpses of dead breachers can now be moved to medical beds - to use the Autopsy skill
* Fixed an issue where using the “add multiple” transfer option would let you transfer more water than the shelter could store
* Fixed an issue where a vehicle in a garage could get stuck in a “waiting modification” state
* Fixed an issue where the desire to generate an item at a workable location wouldn’t fulfil when completed
* Trading with factions now correctly grants reputation with that faction
* Fixed an issue where the rearrange shelter overlay could overlap the room management overlay
* Fixed an issue where the “Take Prisoner” option was available when the opponent fled combat
* Fixed an issue where the medicine cabinet could block object UI warnings
* The desire to “generate an item” will now spawn for characters once a workable location has been discovered
* Fixed the “Likes painted walls” mood modifier
* A skill max cap will now be displayed for characters with the “Repulsive” trait
* Fixed an issue where the bookshelf would not recognise all the books in storage
* The “Welcoming” skill now works
* Characters who talk to a leader with the “Idolised” trait can no longer be insulted
* Fixed an issue where blood pools would remain attached to fleeing enemies
* Fixed an issue where the water bucket can remain in a character’s hand if failing to extinguish a fire
* Reduced GPU usage on the main menu
* Fixed an issue where planters would stop drawing power
* Fixed an issue where fires could be extinguished when there is no water available
* Your standing with a faction now displays correctly on the faction reputation section of the weekly events panel (if allied and reputation is negative)
* Fixed issue with the end game enemy stats not displaying correctly
* Fixed an issue where it was not possible to interact with a corpse that had previously overlapped another corpse
* Can no longer deconstruct a recycler object whilst it is recycling or has output items to collect
* Assigned job icons to jobs without them
* Fixed an issue with some desires not spawning correctly
* Fixed an issue where the leader’s portrait will not be displayed on Game Over
* Updated the descriptions of the Schizophrenia and Insomnia mental ailments to match their effects
* Updated the description of the Autopsy skill to stipulate that a medical bed object is required to use the skill
* Added job icons to remaining jobs with missing icons
* Sleeping prisoners now wake up when being comforted
* Fixed issue with members not animating after using an item in combat
* Fixed an issue with goal completion prompts being automatically dismissed
* Fixed an issue where bookmarked upgrade recipes could remain bookmarked after the upgrade was crafted
* Auto Save slots will now display correctly when they are first saved to
* Glossary panel now updates correctly when changing language
* Fixed broken Japanese translation on the broken equipment popup
* Fixed an issue where the “amount to discard” menu would remain open when closing the inventory panel
* The mood modifier “interrupted healing” will no longer be triggered if cancelling the rest job before the member reaches the bed
* Fixed an issue where moving a snare trap with a snared rabbit would leave the rabbit in its original position
* CCTV fixed! Now plays an alarm sound when breachers are close to arriving at the shelter