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Public Beta 2.2.5

kinggath

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Update 11/17/22: Download V2 here

Full patch notes for everything here: https://docs.google.com/document/d/1FAJQacaqrlsPCtY06ds3ADdLYJk4IhepDYoj9HQBfVc/edit#
File Link: Download Public Beta 2.2.5

Tonight's public beta features a lot of smaller things, a mix of bug reports and some improvements for Addon Authors. Most notable changes:

  • Production Report added to the City Planner's Desk terminal. (A similar report for Operating Costs will be coming in the next build)
  • Applied Leader Traits can now be viewed from the City Planner's Desk blueprint menu by choosing View Modifiers (additional modifiers to settlements will eventually be viewable through this interface as well).

Barring any major issues found, this will be released properly on Friday!

As usual with the Public Betas, please keep responses to this thread relevant to what's covered in these notes so I can stay focused on what we're trying to patch for this cycle. Also, please do not post issues unique to this beta outside of this thread.

Thanks everyone for taking a look!
-kinggath
 
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Nice I believe I previously saw an issue with leader cards displaying minor and major traits accidentally as weaknesses, this beta seems to have fixed this issue!
 
Gunner attacks during Chapter 2 will disable fast travel to settlements they occupy. This should prevent players from unknowingly fast traveling into the middle of combat.
Not sure about this one. If a player fast travels there, they'd probably be well aware they're jumping in the middle of combat. This just adds a lot of unnecessary running to settlements that are out of the way of other markers. (It also more or less eliminates the chance of 30 gunners spawning at the workshop.. maybe... even though when I ran to a settlement they'd stil often all spawn near me)
Happy about the happy HQ barks (and a bunch of other stuff), thank you! About time they find out they aren't living in a dump.
Would love to see the fixes to disasters and city plans upgrades, even though I think it's almost safe to say people found consistent workarounds for both.
 
Flip side: my latest playthrough I took my time with the story quests - especially the attack on GNN - so I had about 5 or 6 active gunner attacks at any given time. Usually I only remembered when I FTed to the settlement and the fight was underway. Not bad in Sanctuary, where they don't spawn hear the FT point. Sucks at places like Tenpines, Egret Tours, and the Slog where the FT point is in the thick of things.

I like the idea of this change, though I can see it being a bit annoying for Spectacle Island.
 
HQs Engineering --> Tinker --> Send Team to Force Upgrade a City Plan is giving me the option to upgrade City Plans that are at level 3 already, to level 4.
 
Did the "Settler Incapacitated" bug get fixed? I didn't see it in the notes. But, I read elsewhere that Kinggath said it would be fixed in the upcoming patch. Sorry, if this goes against the "please keep responses to this thread relevant to what's covered in these notes" part of the post.
 
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Did the "Settler Incapacitated" bug get fixed? I didn't see it in the notes. But, I read elsewhere that Kinggath said it would be fixed in the upcoming patch. Sorry, if this goes against the "please keep responses to this thread relevant to what's covered in these notes" part of the post.
I'll have to double-check, occasionally when I make really easy changes I forget to document them as I'm quickly onto the next fix. EDIT: Does look like that fix is in!

RE: Keeping relevant: since I mentioned it would be in this patch - that's totally cool to bring up. That line is to try and reduce the number of folks who respond to every one of my posts with a bug they are currently experiencing... I wish I could wave a magic wand and fix everything, but I unfortunately only have so many hours per patch cycle to tackle things.
 
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