
Reinforcements have arrived in the lastest update to After Inc.
- Fighter Reinforcement: Use new combat tactics to turn the tide of battle
- Veterans: Level up your fighters with lots of new powerful upgrades
- Decisions: Revamped societal decisions, your choices matter
- New Expedition Rewards: Send supply convoys to help your settlements
- Balance: Improvements to impatience, leaders, combat and much more!
Changelog
New Features
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Fighter Reinforcement Action - Fighters can now Reinforce from nearby Fighters, restoring their health at the expense of Stamina and the adjacent Fighters health.
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New Fighter Level up system to reduce randomness and reward fighting larger battles.
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Updated all Society Decisions for more variety and situational uses in their options
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Expedition Preview: See the next Expedition!
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News - Keep up with updates, changelogs and more, all from within After Inc.
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Added new minor gameplay impacts to all Historical game events
New Content
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Added Fighter Upgrade options: Foragers, Berserkers, Forest Stalkers, Mountain Guards, Grassland Rangers, Swamp Stalkers, Urban Wardens
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Added Knowledge Expedition Rewards: Reinforce Discount 1 & 2, Territorial Healing
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Added Society Expedition Rewards: Adventurous 3, Resourceful 3
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Added a new Holidays decision
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Added a new Guilds decision
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Added a new Fuel Security decision
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Added Production Expedition Rewards: Resupply Convoy
Bug Fixes
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Fixed "Buzz Off" achievement not always triggering with Anaphylaxis
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Fixed some zombie assets remaining after an Infestation was cleansed
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Fixed "Concrete Scars" Expedition modifier pushing a building's initial technology requirement over the maximum
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Fixed some event artifacts not applying their benefit
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Fixed the "Builders Hut" development being purchasable multiple times
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Fixed Goal text occasionally appearing in the overview screen status box
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Fix to avoid score exploit from repeated festivals as Personal Trainer
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Fixed zombies spawning in an area during active combat
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Negative Morale now impacts the game score
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Fixed an issue where Slumlord could keep creating housing bubbles beyond the maximum threshold
Quality of Life
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Drought visual improvement - unclaimed Areas fill colour less green
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Abandoning corpses now less predictable
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Added hints to the second stage of multipart Goals in the Goals bar
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Added Fighter health display in area info when outside of combat
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Reduced RNG of Fighters claiming and exploring
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Updated several Map Modifier icons to reduce visual clutter
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Updated "Water Security" decision
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Updated "Food Security" decision
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Updated "Keeping Safe" decision
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Updated "Children and Conflict" decision
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Updated "Parents want children to Learn" decision
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Updated "Job Dissatisfaction" decision
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Updated "Settlers Interested in Politics" decision
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Updated "Cult of the Black Glass" decision
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Updated "Losing Hope" decision
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Updated "Compulsive Washing" decision
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Updated "Child Labour" decision
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Updated "Skilled Workers Unappreciated" decision
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Updated "Frog Collecting" decision
Balance Changes
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Patience - Improved the Patience timer calculations for Kill Zombies and Cleanse Infestation goals to more accurately reflect the difficulty and estimated time required to tackle them.
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Combat - Reduced random variance on how the number of Zombies recently spawned in an Infestation factor into determining how many new Zombies can spawn there.
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Patience - Extended the initial impatience timer if an Expedition starting area has zombies /infestations present in the closest Food and Wood areas
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Reduced randomness of Fighters' levelling up. More likely when killing large numbers of zombies in one go.
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Graves no longer require wood.
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Slumlord - lack of housing less damaging to morale
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Slumlord - starts the game with +2 stamina
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Hermit - +3% production benefit from having unexplored areas nearby
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Hermit - +5% morale penalty if no unexplored areas near Settlement starting point
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Tyrant - gain 7% more time before losing authority from impatience
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Personal Trainer - morale penalty from negative stamina gets greater over time. Slowly resets when stamina is positive
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Updated Urban skills Expedition reward to upgrade initial housing and give another, increasing in level with upgrade
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Reduced randomness on zombie spawn from infested areas for securing and claim/soldier present
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Beserkers no longer reduce initial Fighter health
Update 1.3.1
We fixed a crash that was occurring if you tried to load a save of an Expedition from 1.2. Thanks to u/ICryCauseImEmo/ for reporting it!