In this update10
Full notes
Full After Inc: Revival update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- Fixes
- Performance
After Inc: Revival changes
A faint radio signal from a long forgotten facility could save the future of civilization. But to get there, brave Survivors will have to venture deep into the deadly heart of the old world.
The Settlers will need to develop new technologies, fight back a growing zombie threat and expand civilization to secure their fate…
It's an all new, major expansion for the game!
New Campaign
Establish Settlements across 10 new levels and discover what lies deep in the shadows of the old world.
New Buildings: Outposts, Logistics Posts & Forts
Construct Outposts to assist with production and combat, then specialise them further into Logistics Posts or Forts.
Infested Borders
Fight back against distant infestations plaguing the region. Zombies will be continually drawn towards your Settlements!
New Population & Technology
Expand your Settlements even further with new services and higher level production buildings.
Changelog
- New CampaignDiscover a forgotten research lab amidst the ruins in 10 new Levels
Infested Borders: Fight back against distant infestations plaguing the region
- Expanded CivilizationUse Outposts to boost your settlement as well as new buildings, Population and Tech Levels
Additions
Added Shadows of the Past Campaign (10 new levels)
- New Buildings - Upgradable OutpostBenefit from improved resource production and combat strength, further specialise the Outpost with Logistics or Fort upgrades
Infested Borders: Zombies will be continually drawn towards your Settlements!
- New RewardsAll new rewards from the Shadows of the Past Campaign
New Population & Technology Levels: Upgrade to Population 14 and Technology 7
Added Ingenuity Soundtrack to campaign rotation
Balance Changes
Buildings built further from the Settlement now cost slightly more Stamina
Herb Gardens now require Stone to build from Level 3
Lumberyards now require Stone to Build from Level 6
Deer, Cow, and Sheep Material buildings now require Wood to build
Stone Quarries cost more Wood and less Stamina to build
High-level production buildings cost increasing amounts of Wood and Stone
Festivals now improve Celebration Chance
Celebrations now increase Final Score
Escape Hatch mode no longer reduces Final Score
Quality of Life
Disable Tips: You can now disable Tip Popups in game settings. Let us know how you find this feature and if there are other popups we should be labelling as Tips!
When Areas are under attack, building health bars become larger
Bug Fixes
Fixed a rare issue where the Context Menu would not correctly update initial priorities
Fixed an issue where the "Maintain X Resource" objective would complete when you loaded the game
Stability improvements
What's Next?
We've got lots more coming soon for After Inc: Revival. Check out our Roadmap!
But also be sure to let us know what you'd like to see in the forums, on discord, and on our reddit.
Source
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