This page was last updated on 04 June 2017, 5:05AM
Changelogs
Version 2.01
Changes in 2.01:
Corrected an issue in story mode where the mood system was not taking the trait.mood.story type into account, causing Ed's mood to change and act as if not wounded.
Updated the journal interface to respond properly for controllers.
Corrected a spelling mistake.
When the reading lights are active it now displays the bonus information.
Corrected an issue with the homesite limits in story mode.
Changes in 2.0:
In Breakdown only, parking spaces can be rebuilt in outdoor slots. Use caution not to build inside fenced areas. These do not grant any construction experience or facility build fame.
In Breakdown only, added a chance that missing survivors may survive on their own by finding shelter at an outpost. The more outposts there are, the better the chance they will survive. Note that it is still best to find them while playing, as the chance of their survival alone is low.
In Breakdown, added additional changes to the expelled member enclaves.
Adjusted rarity of some weapons (The XBox challenge weapons are not as rare.)
Changed one button at the lounge so the two actions are not using identical icons.
Added an action at the command center in Breakdown to send out additional scavengers to try to find supplies. (As long as you have the labor available.)
In Breakdown, added a small chance for the extra daily scavengers as well as the regular daily scavengers to be injured.
Added the possibility of having a random trait to most generic characters in Breakdown.
Enabled build animations for construction at facilities. (Not automatic... depends on other available tasks)
In Breakdown, adjusted multiple mood chances, adding in some that could only be found on characters when first found, and increasing effect of shame when a character has fled.
Increased the potential number of regular scavengers per day by two at increased populations, and slightly reduced the chance of foraging being completely unsuccessful.
Adjusted the cost of regular pipe bombs slightly.
Adjusted the relative frequency of the various random traits.
Adjusted the surgery option to be available for more injuries.
Enabled two additional sickness traits.
Corrected an icon issue with the surgery option.
Corrected an issue in the story mode where Ed could become healed outside of the story restrictions.
Changed the wording of counseling action.
Increased the improved recycling materials bonus slightly.
Adjusted one mission type to make the target character more appropriate for the situation.
Removed 'junk' inventory item.
Added an icon for the crossbows. (Both share the same icon in inventory.)
Added an icon for crossbow bolts. The crossbows now use unique ammunition.
Added crossbow ammunition to the search lists.
Crossbow ammunition can be made using the "Unpack Ammunition" and "Make Firecrackers, Flares, and Bolts" actions.
Altered two mission types to allow NPC missions for supplies in already searched buildings. (Breakdown only. This will allow those missions to continue after most of the map is searched. It is another possible method to extend total time on one map.)
Updated task interactions to increase the likelihood that vigilant survivors will use the watchtower.
Altered the frequency of alternate types for rescue, recover, and away missions. (Doesn't affect favor and one-time missions.)
Adjusted inventory for enclaves, with greater variety, and a small chance of including some weapons. (Expelled member enclaves will no longer have standard enclave inventories.)
Adjusted the starting trust of enclaves when created. (Too many were starting at a nearly ready to join state.)
Added non-destructible variants of parking spot and small watchtower for Breakdown. (Related to facility expansions below)
Adjusted join process for enclaves in Breakdown. High reputation will now decrease how long it takes before they want to join, but won't automatically have them ask immediately.
Removed the Church unique bedroom variant, to simplify a condition which could interfere with repairing built-in facilities.
Adjusted the Sickness recover for Lily... instead of reducing the severity when reaching a grave state, it causes her to recover completely. This addresses an issue where she is ineligible for the normal recovery process.
Significant changes were made to the homesites in order to increase the potential longevity on each Breakdown level, as well as balance out the number of facilities at similar sites.
Changed the Snyder's Warehouse homesite to large (Requires 20 people and 75 materials to move in.) It has two additional small towers, two additional bunkhouses, one additional parking spot, a greenhouse, 2 extra storage, and a solar power array as built-in facilities.
Added additional parking space and bunkhouse to the Rodeo homesite.
Added additional parking space to the Alamo homesite.
Added additional parking space, garden, and small watchtower to the Church homesite.
Changed the Farmhouse homesite to medium (8 outposts, 16 people and 50 materials to move in.) Added an additional parking space, two small watchtowers, and two greenhouses.
Added additional parking space and small watchtower to the Savini homesite.
Added additional parking space, garden, and small watchtower to the Kirkman homesite.
The journal was adjusted to work properly with the new base map facility slots.
The new parking lot and small watchtower slots are still destructible in the basic story mode. It is suggested that you not destroy and use them as additional building space. The watchtowers will only allow watchtowers to be built in those locations, so you will just be wasting resources.