- Update v1.3.3:
- Fixed boats getting stuck with high priority Gatherables
- Add ignore mark priority for pushers so they can push things that are not marked - fixes Pushers not pushing floating rockets
- Add reverse path node connections where entrances are - fixes entrances becoming one-way in rare cases
- Allow Building any blueprint in sandbox
- Add Boats to the resource buildings list UI
- Boats are considered circles (as opposed to squares) when generating sailable area - makes boat passages between diagonal walls consistent
- Don't show explode resource bubbles on explosives that player can't detonate
- Fix Stuck building event - no more targeting itself
- Fix incorrect physics stress outcomes while building by not overestimating connection strengths
- Update translations
- Update v1.3.2:
- Check pipe filters for bubble storage path warning - regular storage built next to Pipes (Vents) show proper missing path bubbles
- Fix citypaths not untracking buildable due to missing deconstruct notification when buildable was damaged
- Reordered Gatherer Role to respect Citizen worktime
- Correct progress bar scaling with scaled UI
- Fixed diagonal concrete sockets
- Steel wall proper stress profile
- Changed default control option values
- Don't allow detonating Rockets
- Fixed Rocket not being gatherable
- Changed building average history formula
- Fixed Expedition event
- Allow accessing buildings 1 voxel away and from directly under! You no longer will need to build stairs to gather things above
- Floating rocket smoke is in world space
- Exploded objects don't disappear if they shouldn't
- Update v1.3.1:
- Fixed cranes not being able to pick up resources from already depleted Gatherables
- Fixed expeditions taking only Sailors instead of each Social Group
- Better Equals check in graph processor - fixes rare errors when saving
- More obvious missing technology for blueprint warning in tooltip
- Disable Crashed Boat resource filtering
- Don't show High Priority Gatherable unreachable warning if it's deep underwater
- Rounded Roof is available from first research
- Balanced floating resources and cranes
- Fix Event timer bar scaling
- Improve Cargo Platform visuals
- Update Main Menu map
- Update v1.3.0:
- 🚀 NEW SCENARIO: Rocket Site
- Our new scenario has cranked up floating hazards to an 11! The Rocket Site scenario features extremely dangerous objects that can damage your city and even completely wipe it out if you don’t deal with them.
- 🔧 NEW MECHANIC: Expedition ships
- Previously, once you've explored all of the environment events, there was no way to get new upgrade and relics. However now, you can now send out expedition ships in search of the old world relics and other valuables. But beware, each expedition will have to venture further away and futher away, so make sure you have enough resources to send it off for the journey!
- ðŸ NEW HOUSES & ROOFS
- To continue encourgaging our extremely creative and innovative community, we've added more house design variants! And not just for more aesthetic, these houses come in new various shapes that can help create unique and complex housing layouts! Additionally, we now have new Terracotta and Wooden roof designs in all standard shapes!
- 📈 PRODUCTION CHART
- We've added production charts to help players identify any problems with production or find things that could be optimized even further!
- Storage tab shows your total historical storage values
- Production tab shows how much resources were produced or consumed at any given time. Time ranges can also be selected starting from 3 hour history up to one year!
- Buildings tab shows more in depth historical production data for each building. Now you can tell which building has been consuming all of your Wood stockpile! And in case there's a building that fails to reach its full production potential, the new Occupancy value shows how much of the time the building was active. Low values indicate issues with logistics or other external causes. It might mean that the building has been placed too far from any relevant storage. Or employees take too long to reach it.
- âš ï¸ MORE WILL FALL: New Durability System and Floating Hazards
- One of the biggest changes that we are introducing since All Will Fall's release is the new Durability System. Previously, “damaged†buildings would just collapse instantly. Now, each building has a Durability value. Overstressed structures or damage from explosives or a high speed floating object reduces Durability, which then collapses or explodes if it reaches zero. Damaged buildings will automatically be repaired by constructor citizens, while some environment buildings might never be as they were before!
- Right now the main hazards will be floating objects and the physics system. But in the future, this new system allows us to add new types of hazards to the game, like fire for example.
- In order to help deal with these new threats we have also reworked our buildings that interact with floating resources and introduced new ones too, so make sure to check them out!
- ðŸ—ï¸ NEW BUILDINGS
- Besides the new Houses and Roofs, we’ve added several other new buildings!
- Researchable Magnet: miraculously pulls in floating objects made out of metal! How does it even work?
- Rare Event boxes will now contain even more old-world Relics:
- Arcade Machine: joys of the old-world have survived through this machine
- Automation Upgrade: connected building requires one less employee. In rare cases, it makes connected buildings infinitely better!
- Solar Panel: from the times when you had to use things to get energy. Just like nowadays!
- Old World Battery: why would anyone throw such a useful thing into the ocean?
- Update v1.2.4:
- Show loading indicator after cinematic naturally ends
- Fixed unpaused buildings not updating their production progress
- Fixed Social Group Leader interactions
- Improved how Window decorations look and feel
- Fixed Concrete Triangle building not having worker capacity to be gathered
- Optimized pipe drawing and reduced clutter
- Softlock prevention if no houses are available
- Some events were not auto restarting
- Fixed some players missing technologies - Docks, etc
- Fixed Tanker scenario logic collapsing non-anchored fallers
- Floating junk is now gatherable by idle citizens
- Fixed weather station event and how you interact with the station
- Updated translations
- Reduced Range upgrade minimum efficiency required to apply buff
- Fixed Gathering Hut context highlight blinking on higher game speeds
- Pushed Graph Parameter get values on Graph enable - fixes wrong Event descriptions
- Fixed starting Water Level in Default map, Dev 10 sailors, Citizen one
- Updated Boat Bubble UI in case they're waiting for docks
- Use correct type of allocator for long-lasting physics calculations for certain data containers - fixes memory leak on large cities
- Updated Pipe logic right after Resource manager and before Citizen Logistics - fixes Citizens grabbing resources before Pipes distribute them
- Update v1.2.1:
- Handle Social Groups without leader perks correctly
- Fixed Citizens getting non-unique persistent IDs
- Sanitized illegal leader IDs on load
- Canceled remaining support calculations early - this may fix some physics crashes
- Trader now has a proper timer
- No longer select reposition tools through UI
- Fixed Event outcome research progress if research wasn't started
- Correctly handle collapsing buildings that are connected to the city only through non-supporting buildings
- Fixed resource duping while building buildings
- Updated Cybertower scenario preview image
- Update v1.2.0:
- New Cybertower
- Our goal is to enhance All Will Fall's replayability and make it a unique experience for every player. We recently added random generation to most scenarios, including Cyber Tower, but it was quite simple and needed some more love. So with this update, we have iterated its procedural generation and made it more interesting, hiding repeating patterns and made it appear as “natural†as a gray imposing monolith building could ever be.
- Now the building has a story to tell-- Was it once used for launching drones? Or was it used for space-operations communication? You’ll find out more as we keep developing the world!
- Events Reworked
- We've reworked many common events. They can now repeatedly spawn and scale with your progress without overwhelming you.
- Added ability to sell and buy smaller quantities with the Trader as long as he has them in stock.
- Reworked some outdated environment events and added new outcomes.
- Fire event will now spawn fire particles on burning buildings and will be a threat to the surrounding buildings.
- Replaceable windows on all houses
- By popular request, house windows can now be replaced with anything and placed as separate window decoration on other houses or any buildings. All tier house windows are now available as new decorations.
- Better Modding Support
- As we work on improving the game’s systems and adding new mechanics, modding support has aided our very creative community push the limits of All Will Fall. In this update, we are providing internal game data to modders-- The game can now load mods to modify or replace game files.
- Getting Started:
- You now have the option to “Create New Mod†in the Mod menu to get you started with modding. You can select any supported game asset, export it and modify to your liking.
- Language Support Modding:
- You can also add new languages through modding and provide translations to your modded content.
- Loading Saves with Mods: Saved games show with which mods they have been started with and will offer to automatically re-subscribe to them in the Workshop.
- You can find our example mods in the Workshop!
- Scenario Cinematics
- We've crafted intro cinematics to the game start up and various scenarios!
- Optimized Physics Calculations
- Our Stress Physics plays a huge part in our game and we don’t want to make any compromises. We have rewritten and optimized physics calculations-- which is what gets updated when something is placed/removed/moved. Previously, last placed objects would collapse first. Now things collapse independently from when they were placed. This means that when structures are no longer supported, the game searches for weakest links and displays them as overstressed and collapsing.
- We want to give a huge thanks to players who have shared their massive cities for benchmarking. We were able to use them to find bottlenecks and evaluate optimization. Some player cities have shown 40x performance improvements. These calculations will scale better in larger cities too! Some corner-cases still remain to be solved, mainly when cities are either split up to many small foundation physics layers or if there are less giant Foundation clumps.
- We will be working on improving physics behaviour even further, especially on those long collapse timers and cheesy bridges...
- Bug Fixes and QoL Improvements
- Underwater audio effects
- Catch and display errors when loading saves - the game will no longer lock-up and will provide information of what went wrong. This applies both to game-breakage due to mods or if we did a whoopsie
- Pause production, Night Shift and Detonate buttons will work on multiple selected buildings
- Lots of bugfixes and small quality-of-gamer-life improvements
- Made certain weathers longer
- Floating resource Pushers will not require electricity to work
- Update v1.1.4:
- Fixed build time crane reachability tooltip
- Added height meter rounding to 0.5
- Fix potential temp job memory leak in shadow proxy system
- Fix path request memory leaks. This happened when Citizens with certain tasks would calculate new paths when they already had paths saved
- Fixed Building Event empty tooltip
- Modern Apartment Debris is now gatherable
- Height Meter can be controlled with ctrl + scroll. Added control button information to the tooltip.