Surviving The Aftermath update 1.12 is available on PS4, Xbox, and PC (Steam and Epic). According to the official Surviving the Aftermath 1.12 patch notes, the latest update includes a modular Blight Lab, which allows players to advance in the new “Discoveries” tech tree. Apart from this, Surviving The Aftermath patch 1.12 also includes a long list of bug fixes.
Recently, a major update added a long list of quality-of-life improvements. Unfortunately, many players are still experiencing several issues while playing the game. Today’s Surviving The Aftermath version 1.12 will address a few of these issues.
Check out more details below.
Surviving The Aftermath Patch 1.12 Notes – March 16, 2023
General
- Added a new specialist to the game called Gloriosa.
- Gloriosa was created by you, the community. She is a born and raised doomsday prepper and can be selected as a starting specialist in a new game. A big thank you to all participants!
- We’ve heard many reports from players that they cannot find enough metal. Because of this, we adjusted the way metal and concrete deposits spawn in the colony.
- There is now a higher likelihood that metal deposits spawn closer to the starting location. Scouting is still likely necessary, though.
- Some metal can also be scavenged in the world map.
- Added six new Rebirth DLC related achievements.
- Tower Defence – Build 5 Guard Posts.
- Timber! – Cut down 100 blighted trees.
- Pest Control – Kill 40 blighted creatures.
- Core of the issue – Destroy a Blight Core.
- Rebirth – Complete “Rebirth” quest.
- Post-Apocalyptic Paradise – Terraform the majority of the map.
Gameplay
- Changed the way pollution spreads from pollution deposits and buildings. The pollution area remains mostly unchanged, but the intensity is now spread more evenly.
- Blocked some achievements from unlocking in a custom game. Previously, some achievements could be unlocked by playing a custom game which was not intended.
- Increased the amount of resources shown in the society trade menu. Previously, only six resources were shown, but now it shows everything a society has to offer.
- Consoles only: Fixed an issue that caused Wind Turbine, Martian Wind Turbine, Lightning Rod and Lightning Tower to be unrepairable if Ultimate Colony DLC was enabled. This issue was already fixed on PC versions some time ago.
- Fixed an issue that caused the meteor storm catastrophe to only drop one meteor.
- Fixed an issue that caused the game to get stuck if the camera moved over a combat location when trying to confirm combat victory in the world map.
- Fixed an issue that caused combat disasters (for example rat beetle or boar attacks) to stop working after the endgame quest started.
- Fixed an issue that caused a colonist to get stuck if its workplace was close to the colony border and the colonist had no home.
- Fixed an issue that caused deposit guardian animals to not return to the deposit properly after disengaging from combat.
- Fixed a repair related issue caused by selecting a destroyed building right after a save was loaded.
- Fixed an issue that caused a colonist to get stuck when multiple colonists were gathering resources and the deposit was cleared at the right time.
- Fixed an issue caused by pressing the demolish mode hotkey while hovering a building right after loading a save.
- Fixed an issue that caused the colonist cause of death to be incorrect if it died from combat damage.
Graphics
- Adjusted the colors in soil fertility overlay and in the circle around Water Well to be more color blind friendly.
- Added a combat animation for the Scout Tower and Guard Post.
- Made the red color brighter when placing buildings to make it easier to see unavailable building placement.
- Buildings remove a smaller area of foliage and props around them when placed.
- Added an exit vehicle icon to the vehicle panel.
- Vehicles now show the correct amount of passenger slots available.
- Made the overlay info panel darker and more readable.
- Updated higher resolution icons to multiple places in the game, for example building info, top bar etc.
- Updated two child portraits to higher resolution versions.
- Decreased the light intensity of heatwave catastrophe in the world map.
- Removed the by-product UI element from animals in the ranch that do not produce a by-product.
- Increased the visibility of the wheat crops in fields.
- Updated the model for the Lightning Rod and adjusted the build menu icon accordingly.
- Fixed an issue that caused Martian Wind Turbine to not play animations during winter.
- Fixed an animation issue that caused concrete extractor workers to move out of bounds instead of working in the cabin.
- Fixed an animation issue when moving the camera very close to the radar building.
- Minor polish to the following UI elements:
- Deposit info panel.
- Specialist ready indicator in the specialist bar.
- Specialist action done indicator in the world map.
- Buttons in the building info panel.
- Loading bar.
- Energy and water consumption/production icons.
- Repair/demolition/overtime mode tooltips.
Balance Adjustments
- Replaced some medicine, weapon and clothing scavenge locations with metal, corn and firewood locations in the world map.
- Removed the lowest tier of science outpost locations and replaced them with regular science point locations that can be scavenged.
- Added a minimum starting date for combat quests. This should make quests a little bit easier in the beginning of the game.
- Adjusted the shooting and reload times of specialists and guards so that they cannot attack repeatedly. Stutter stepping allowed them to attack very quickly.
- Reduced the patrol range of guards in the Guard Post.
- Increased the attack damage and range of the Scout Tower slightly.