Last but not least this update also includes our [b]first iteration of Modding support[/b]!
Modding was a [b]highly requested feature[/b], and it was on our list from the [b]very beginning of Endzone 2’s development[/b]. Now, we’re thrilled to introduce the [b]very first moddable version[/b] of the game! [b]It’s still in its early stages[/b], but already allows you to [b]mod several textures, sprites, audio files, and even add your own localizations[/b].
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We chose [b]mod.io[/b] as our platform to handle mods, as it gives us the ability to also enable [b]modding for the whole player base across multiple platforms[/b].
[b]Disclaimer:[/b] [i]Please be aware that modding capabilities are still very limited but we want to put this out early to get early feedback and harden the infrastructure. [/i]
To help you get started, we’ve put together a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3430275798]comprehensive Modding Guide[/url]. Happy modding!
[b]Before we dive into the comprehensive changelog, here's the trailer for the new update:[/b]
[previewyoutube=nPWUwZ157e0;full]YOUTUBE[/previewyoutube]
[b]PLEASE NOTE:[/b] [i]Some parts of the game localization are currently auto translated and several new voice overs are missing. We'll update both as soon as possible in upcoming updates.[/i]
- [b]Audio:[/b] Added chatter for more vibrant and lively settlements.
- [b]Bulletin Board:[/b] Added a Bulletin Board to the Town Center. This is now the central hub where settlers notify you of potential missions!
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- [b]Buildings:[/b] Added a Paper Mill to produce Paper, which is used by the School.
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- [b]Buildings:[/b] Added a School where teachers educate children.
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- [b]Buildings:[/b] Added a new Reed Seed for Swamp Farms, which can be turned into Paper.
- [b]Education:[/b] Added an education system. You can now define the settlement’s educational regime. Settlers will gain badges that can serve as expedition requirements and provide buffs to your settlement.
- [b]Expeditions:[/b] Added a large new Endzone expedition.
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- [b]Expeditions:[/b] Added a large new Airfield expedition.
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- [b]Expeditions:[/b] Added a specialist slot to vehicles, which can be filled by a settler with a badge.
- [b]Settlers:[/b] Added children to the game.
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- [b]Traders:[/b] Added "Find Trader" missions, which are triggered by expeditions.
- [b]Upcycling:[/b] Added a Park Ruin that can be upcycled on a zone.
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- [b]Upcycling:[/b] Added a Hospital Ruin that can be upcycled on a zone.
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- [b]Upcycling:[/b] Added a Fish Farm Ruin that can be upcycled on a zone.
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- [b]Audio:[/b] Fixed main menu music overlapping with expedition music during expedition sandbox.
- [b]Buildings:[/b] Fixed upgrades where buildings had fewer workers than intended.
- [b]Buildings:[/b] Fixed errors when clicking on buildings that are under construction.
- [b]Buildings:[/b] Fixed Toolmaker ground visuals.
- [b]Buildings:[/b] Fixed a bug when upgrading the Jetty.
- [b]Camera:[/b] Fixed screen edge pan speed.
- [b]Camera:[/b] Fixed camera movement being slowed down when locked to an entity.
- [b]Controls:[/b] Fixed incorrect identifier in control mapping settings.
- [b]Environment:[/b] Fixed incorrect tree texture appearing during drought.
- [b]Expeditions:[/b] Fixed several progression issues where players were unable to reach 100%.
- [b]Expeditions:[/b] Fixed interaction point on a car in the Small Warehouse expedition.
- [b]Expeditions:[/b] Fixed explorers being deselected when moved.
- [b]Expeditions:[/b] Fixed focus buttons not working correctly.
- [b]Expeditions:[/b] Fixed dialog not always updating correctly.
- [b]Expeditions:[/b] Fixed potential error when pressing F during expeditions.
- [b]Expeditions:[/b] Fixed barks stopping voice-over during expeditions.
- [b]Expeditions:[/b] Fixed fly-ups from other expeditions still being displayed when entering a new expedition.
- [b]Expeditions:[/b] Fixed events from auto-completed expeditions being triggered multiple times.
- [b]Expeditions:[/b] Prevented POI discovery events from triggering when starting a session with Fog of War removed.
- [b]Localization:[/b] Fixed multiple misspellings.
- [b]Research:[/b] Fixed incorrect headline in research tooltip.
- [b]Resources:[/b] Fixed jumping numbers in resource output for production progress.
- [b]Roadmap:[/b] Fixed scaling issues so it now looks consistent across all resolutions.
- [b]Savegames:[/b] Invalid savegames can no longer be loaded by clicking the header.
- [b]Settlers:[/b] Radiated settlers now trigger the correct voice-over when selected.
- [b]Tutorial:[/b] Fixed baseline buildings not unlocking correctly.
- [b]Tutorial:[/b] Several small fixes to tutorial mission goals.
- [b]UI:[/b] Dialogs now always disable in-game input and block UI interaction.
- [b]UI:[/b] The world map no longer displays undiscovered traders.
- [b]Audio:[/b] Reduced settler broom animation sound by 5dB.
- [b]Buildings:[/b] Added Bulletin Board to the Town Center.
- [b]Buildings:[/b] Fixed paths in upcycle mine ruins.
- [b]Buildings:[/b] Graveyards now function more efficiently.
- [b]Buildings:[/b] House upgrade information is now displayed in a dedicated UI.
- [b]Buildings:[/b] Iterated Graveyard and Crematorium paths.
- [b]Buildings:[/b] Changed tooltip for the "Move Work Area" button in the Vehicle Workshop.
- [b]Expeditions:[/b] Directions are no longer displayed in the tutorial if there is more than one possible zone to occupy.
- [b]Expeditions:[/b] Increased number of spawned POIs across all sectors.
- [b]Feedback:[/b] Added a button to open the Feedback tool in the Hub.
- [b]Feedback:[/b] Changed the bug report button icon.
- [b]Missions:[/b] Voice-overs and subtitles can now be skipped via UI & ESC.
- [b]Missions:[/b] Added resource rewards to several events.
- [b]Missions:[/b] House events now trigger when you have fewer than five houses.
- [b]Missions:[/b] Text links are now underlined.
- [b]Missions:[/b] Tweaked and added rewards to several missions.
- [b]Missions:[/b] Added a new icon for negative happiness and applied it to Exodus events.
- [b]Missions:[/b] Happiness missions now display the target value instead of the current value.
- [b]Options:[/b] Tweaked UI scale options to be more intuitive.
- [b]Radiation:[/b] Incoming rain events no longer reduce radiation levels.
- [b]Settlers:[/b] Added several new animations.
- [b]Settlers:[/b] Added more unique attributes to settlers.
- [b]Settlers:[/b] Added more text to highlight what settlers are doing.
- [b]Settlers:[/b] Improved settler lifecycle.
- [b]Settlers:[/b] Improved settler texture variants.
- [b]Settlers:[/b] Settlers now die quicker.
- [b]Settlers:[/b] Settlers are now slightly less likely to die from sickness.
- [b]Trade Routes:[/b] Improved trade route layout to prevent title overlap with transported resources.
- [b]Traders:[/b] Added trader click barks.
- [b]Traders:[/b] Added additional animation variations to trader reactions.
- [b]Tutorial:[/b] The tutorial no longer requires tools in the Pathfinder for the last mission.
- [b]UI:[/b] Floating UIs now slightly fade when the camera is not at the same level.
- [b]UI:[/b] Updated several icons.
- [b]UI:[/b] Improved toolbar UI with a larger headline.
- [b]UI:[/b] Small improvements to the trade route UI to prevent title overlap with transported resources.
- [b]Upcycling:[/b] Moved spawning positions for upcycling ruins on zones.
- [b]Upcycling:[/b] Changed balancing and spawn weights for upcyclable ruins.
- [b]Vehicles:[/b] Improved pathfinding for vehicles.
- [b]Vehicles:[/b] Vehicle pathfinding is now prioritized.
[i]Your Teams from Gentlymad & Assemble | 0.8.9189.30392 #84e1e1baa[/i]
We’d love to have you join us on [url=https://discord.com/invite/worldofendzone]Discord[/url]! It’s the perfect place to share your feedback, connect with other players, and engage in discussions with our team. [url=https://discord.com/invite/worldofendzone]Discord[/url] is our primary platform, and your input would be incredibly valuable. Don’t hesitate—come say hello! ????
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