Surviving the Aftermath

Started by fran, January 15, 2020, 01:07:08 PM

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fran

Anybody playing this at the moment, described as a post-apocalyptic colony builder from Paradox.

https://www.survivingtheaftermath.com/

They just release update 3: Expeditions

I've bought it but not played it yet. I may just leave and wait until all the content is released.

See the roadmap on the main page link above.

Gusington



слава Україна!

We can't live under the threat of a c*nt because he's threatening nuclear Armageddon.

-JudgeDredd

JasonPratt

Haven't played yet but I'm watching hopefully.
ICEBREAKER THESIS CHRONOLOGY! -- Victor Suvorov's Stalin Grand Strategy theory, in lots and lots of chronological order...
Dawn of Armageddon -- narrative AAR for Dawn of War: Soulstorm: Ultimate Apocalypse
Survive Harder! -- Two season narrative AAR, an Amazon Blood Bowl career.
PanzOrc Corpz Generals -- Fantasy Wars narrative AAR, half a combined campaign.
Khazâd du-bekâr! -- narrative dwarf AAR for LotR BfME2 RotWK campaign.
RobO Q Campaign Generator -- archived classic CMBB/CMAK tool!

Steelgrave

It's right up my ally and on my radar. Giving it a little more time before I pull the trigger.

Millipede

I didn't want to go down the Epic rabbit hole but when "Surviving the Aftermath" was announced I couldn't resist (just a wimp). According to Epic I've been playing for 10 days (once you get beyond 24 hours or so they don't break it down into hours so I figure I've played for somewhere between 240 - 264 hours). Apparently I like it. I usually avoid early access but this checked so many of my go to boxes that I went for it and have not been disappointed. The premise of the game is somewhat similar to "Banished" and that concerns me a bit. I had (and still have occasionally) a lot of fun with Banished's early game but I eventually arrived at the point where I started to wonder where the game was going... what was the point? I like a game with specific goals... the concept of victory conditions. With Banished the only thing you've got is continuing to expand until you either run out of real estate or you just die or a combination of the two. I'm concerned that "Surviving the Aftermath" has the potential to fall into the same hole. That being said, it's early days and the game still has a long way to go. Paradox's previous "Surviving Mars" seems to have avoided that problem so I'm hopeful.

As I'm sure you all know... YouTube is your friend and while I've yet to see a Let's Play of update 3, Keralis has a nice video of update 2 at https://www.youtube.com/watch?v=g5vvKJlVlqI (I'll be somewhat polite and say that he doesn't play the same way that I do  >:D but the video does give a good idea of how the game plays).

Jarhead0331

^How does combat work in the game? Is it highly abstracted?
Grogheads Uber Alles
Semper Grog
"No beast is more alpha than JH." Gusington, 10/23/18


Millipede

^

Yep, abstracted.

There are two maps, one of your settlement and it's surrounding area with various resources to harvest and the second map is of the larger area around the smaller settlement map. Throughout the game you will have the opportunity to recruit "specialists", basically scouts, to explore the larger map. They will, from time to time come across bandits... the bandits and the scouts have an attack and a defensive rating and by some formula, which I've yet to figure out specifically, the result of a combat round results in health reduction for each side. Rinse and repeat until one side is eliminated or until your scout decides to run. There is no tactical maneuvering at all. As I've mentioned before, it's early days and they will perhaps flesh out combat some more although I will be surprised it they do.

Jarhead0331

OK. Thanks...

So, no recruiting, training, gearing up or outfitting troops then...somewhat disappointing, even for a colony survival sim.
Grogheads Uber Alles
Semper Grog
"No beast is more alpha than JH." Gusington, 10/23/18


Millipede

Well... there is recruiting, after a fashion. Once you've constructed a gate, groups of survivors will come by asking in. Some of those groups will include a scout type and it is your choice as to whether you let them in or not. That's about it and you would have to be in dire straits, food and resources wise, not to invite in a group containing a scout.

fran

Thanks for the replies. Think the game good promise. But will wait for it to mature more before starting to play.

fran

Latest update is out:

https://www.survivingtheaftermath.com/news/update-5-sanctuary?utm_source=crm&utm_medium=email&utm_content=header&utm_campaign=suaf_suaf_20200305_frup

KEY FEATURES
Update 5 Highlights


Anti-catastrophe features added: Lightning Rod defends against the Magnetic Storm by directing lightning bolts within a certain radius to itself. Sauna improves defence against Fallout and a Pandemic, as well as produces happiness by improving hygiene for colonists.

Tech tree improvements: Pregame now has an ideology selection, which customises the tech tree based on the selection. Tech tree has been reduced from five to four branches, but the branches themselves are bigger.

Visual Improvements: Crops in fields now properly decay with delay instead of dying instantly when a crop-destroying catastrophe strikes.

fran

I've bought the game and waiting until complete before playing.


fran

The game is now available as early access on Steam.

They just released their 3rd last update from their roadmap, to do with world Quests.

QuoteFirst of all we're adding Quests! They'll take place on the World Map and task you to search for key locations around the world and make sometimes tough choices on how to deal with various encounters and people you meet.



https://www.survivingtheaftermath.com/news/update-11-quests?utm_source=crm&utm_medium=email&utm_content=video2&utm_campaign=suaf_suaf_20201022_rel