
In our fifth major update, we've made some big changes to give you more options as you rebuild the world, implement more satisfying combat and lay the groundwork for the Shadows of the Past campaign.
We've adjusted Zombie awakenings to be more predictable, now based on your actions and how much attention you've brought to your settlement. Settlement size and weather also factor in, so keep an eye out!
Fighters will now consume resources when in unclaimed zones, are stronger when taunting, and the Reinforce ability is always available.
To reward keeping your Morale high, we've added Celebrations. You'll get a gift of Stamina and a reduction of Impatience (based on Settlement Size). The happier your people are, the more likely they'll celebrate.
High morale now also improves your Population Growth and Fighter Strength.
Once you get to higher populations, Demands will be more reasonable, baseline population growth speed will be reduced, and Morale will have a greater impact on Population Growth.
New Features
Added Celebration mechanic. Chance to get Celebration bubbles when morale >100% (capped by population)
Added Zombie Awareness mechanic. Increased by Claiming/Fighter movement as well as Settlement activity and Weather. Makes zombies more likely to wake and makes zombies join existing fights more quickly. Zombies attacking into an existing fight will make things worse based on Awareness
Added Gluttons expedition modifier
Added Stretched Supply Chains expedition modifier
Added High Maintenance expedition modifier
Added Warrior Ethos expedition modifier
Balance Changes
Population 6 onwards: Population demands made more reasonable
Population 6 onwards: Baseline Population Growth Speed reduced
Population 6 onwards: Morale has a greater impact on Population Growth
+Population Trait boosted
+Morale Trait boosted
Fighters now consume Water, Food, and Fuel when in unclaimed areas.
Shrine service - now needed 1 population later. Going from 10 to 11 population will no longer result in such a big morale drop
Increased impact of Reanimation modifier
Reduced randomness of Reanimation
Quality of Life
Updated building action logic to always remain above Storage and Scavenge actions.
Improved Leader Bubbles artwork
Improved Enemy Warning Icon artwork
Fighters will prepare for battle when taunting - boosting their strength
Fighters will try to be quiet when moving near zombies (but will move slower). Typically a fighter will never wake up a group of zombies if this is your first time in contact with them.
A fighter retreating now results in a lingering combat penalty for a while in that area (other fighters are scared to go there)
Reinforce is now introduced in level 5, and available at game start after that.
Taunt and Reinforce actions are now available in early campaign missions if their introduction levels (Level 4 and level 5) have been beaten.
Festivals now boost population growth speed
Research and Fighter training now faster with higher populations
Bug Fixes
Fixes for Morale icons
Fixed a variety of visual issues with map bubbles.
Fixed an issue where Rain may not start after a Drought
Fixed an issue where Goals could have too high a threshold in Expeditions
Fixed bug where Zombies would keep moving to different area if Fighter attacking them
Fixed bug where Zombies might be killed too quickly when entering an area
Fixed an issue with Goal target thresholds
We're making progress on a brand new campaign: Shadows of the Past: New levels, new zombie mechanics and a new tech level! Not to mention find out what happens next in the Abandoned Kingdom.
Be sure to leave us a review if you're enjoying the game! or join our Discord to chat with us, try exclusive betas and swap tactics on how to rebuild the world.