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Greetings, survivors!
The second regular patch for the release version of Endzone - A World Apart focuses on bringing various bug fixes, tweaks and quality of life improvements to the game.

Added
Buildings: Added new fullscreen UI to adjust inventory limits for the market, to give better control over the stored resources.
Buildings: Irrigation plants, watch towers, siren towers, barricades, fields and orchards now show the work areas of other buildings while they are being placed.
Raiders: Added a world task for militia to prioritize guard towers.
Raiders: When repelling a raider attack (in a lethal or non-lethal way), you'll now receive loot from their bodies and stuff they threw away while fleeing. This way, repelling a raider attack results in more positive feedback. Every raider tribe yields specific loot.
Raiders: Added an UI indicator to the minimap, to show where raiders will appear. This happens approx. 3 seasons before they appear, so you have time to react and prepare.
Raiders: Added a settler dialogue and a notification to warn about an upcoming raider attack.
Side Missions: Added a side mission that references the population growth of your settlement.
UI: Added an UI element at the top middle of the screen to show the current growth of your settlement. The indicator is based on all fertile couples that have a home.
World Tasks: Added 6 new tasks to the building menu that allow you to perform specific actions for a selection of buildings. Supported actions are upgrading buildings, pausing buildings and dismantling buildings.

Fixed
Buildings: Fixed blocking of inventories for production buildings, especially in cases where a lot of buildings needed to be repaired, where resources were reserved.
Buildings: Fixed wrong 'no/missing resources' UI for the market.
Buildings: Fixed resources being carried to the market that were disabled.
Buildings: Attractiveness for buildings is now calculated correctly.
Buildings: Fixed wrong radiation level being displayed on fields and orchards.
Buildings: Fixed that fields and orchards in some cases were not being replanted, even though all cells have been harvested.
Buildings: Pubs now collect beer, joints and hard liquor from crates.
Buildings: Settlers now use different end positions when visiting the pioneer statue instead of just one.
Camera: Camera can no longer be zoomed when the cursor is outside of the main screen.
Expeditions: Explorers no longer lose their equipment when traveling to an already explored ruin.
Expeditions: Advantages due to the age of settlers on an expedition now request and output the correct ages in all cases.
Options: Fixed a bug that prevented the correct resolution to be applied correctly. For example: If you have a 4k monitor but choose to run the game in full HD, it could happen that, after restarting, the game would run in 4k again.
Raiders: Fixed an edge-case where a raider mob could not move due to single raiders being stuck on the map.
Raiders: Raiders now also damage buildings that are being demolished.
Research: The game time is now always paused when opening the technology window.
Scenarios: Solved a bug in the "Garden Eden" scenario where settlers who are on an expedition aren't counted as having their home supplied with electricity.
Settlers: Fixed a bug where settlers of certain professions wouldn't die of old age for a long time, as they were too busy fulfilling their tasks.
Side Missions: Catastrophe missions no longer damage unfinished buildings.
Statistics: Fixed a bug where numbers of total stored resources didn’t match with numbers displayed in the rest of the game.
System: The timer during dialogues (e.g. when interacting with raiders) is now serialized, and can no longer be reset by saving and loading.
Trading: Traders now also offer animals when the player has none in the settlement.
Visuals: Wellkeepers no longer have a water container stuck in their arm while sitting on the bike at work.

Tweaked
Buildings: The market now highlights all buildings in its work area where resources can be collected from.
Buildings: Damaged buildings in the analytic view for building condition are now displayed in several different shades (indicating their damage level).
Buildings: Production buildings with full inventory now continue production if resources in their inventory are already reserved for transportation.
Buildings: The production amount of medicine per medical facility has been decreased.
Buildings: Overhauled the inventory limits menu on storage buildings to improve the usability.
Buildings: Reduced the collection rate of herbs.
Options: Added a refresh rate warning dialogue and auto adjustments when the game is running on high refresh rate monitors.
Raiders: Changed the way the first initial raider spawn happens. Instead of simply spawning at a fixed season, a side mission will help you to undertake the required steps and prepare for raiders until they actually trigger.
Raiders: The frequency of raider attacks now dynamically adjusts based on the loot they were able to obtain. If they are very successful, they will take more time until the next attack. When there was not much loot to obtain, they will try again sooner.
Settlers: Destroyed buildings are now repaired faster, since they will be partially repaired to bring them back to a working state.
Side Missions: Side Missions that cause damage to buildings (e.g. accidents at production buildings) now cause damage immediately and not after the player has closed the dialogue.
Trading: Improved the visual feedback when a traded resource exceeds the stored amount in the settlement.
UI: Improved all UI connected to providing information about electricity consumption, production or storage.
UI: The electricity button in the UI of buildings now gives feedback during blackouts in the electricity grid the building is connected to.
UI: The areas of influence for irrigation plants, guard towers and siren towers are now rendered while placing.
UI: General fixes for line-breaks, colors and paddings in the UI.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.0.7789.27508