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Extracted the English game text to the translation files, so translators can now once again work on the game.
已将英文游戏文本提取到翻译文件中,因此翻译人员现在可以再次开始翻译游戏。
Извлёк английский игровой текст в файлы переводов, поэтому переводчики снова могут работать над игрой.
Fixed a longstanding issue which was causing monsters to not make footstep sounds at the correct volume. It is now much easier to detect where enemies are if you pause for a few turns and watch for footstep markers.
Optimized the sound code code a bit and made it less likely that you will be informed of your own footsteps etc.
Monsters that fly now make noise that scales sharply with their size. Tiny monsters are nearly silent, big boys make a ton of noise.
Monsters can have separate footstep and flight sound noises, so a bug buzzing around can potentially land and walk around and make a different sound.
The sound readout in the sidebar will now print either the actual volume or the volume you can hear, whichever is lower. Previously it was higher, which meant characters with good hearing would overestimate the sounds they were making.
Perception now slightly improves your hearing. The bonus starts at 8 and caps at 20.
Chain link fences and gates are now slightly harder to break, and slightly heavier characters may climb them.
Laminated glass walls and doors are now significantly easier to break. In testing, four normal zombies could do it, but one or two could not.
Ballistic glass is no longer nearly indestructible. Plinking at it with .50 should reliably break it after a few shots unless you are dreadfully unlucky.
Fixed an issue that was causing some vehicle tiles to be slightly offset.
Boars and pigs are now a bit more dangerous. They have a new attack where they slam into your legs and knock you down, and they have lost their old attack where they launched you.
Geese will now calm down a bit if youre badly hurt. They are also now slightly weaker and have less dodge skill.
@Jodi submitted a change to the social skill name. It is now socializing, to make it more grammatically in line with the other skill names.
Fixed an issue with the basic zombie tile displaying incorrectly.
Fixed a longstanding issue that was improperly re-randomizing tile variations for furniture and some other types of tiles when you moved around.
Fixed a crash when examining guns in your inventory under certain circumstances.
The NECC shopkeeper should properly restock once a week now.
Creatures who are downed or prone now have their tile rotated ninety degrees to indicate this fact. A few monsters (mostly bugs and frogs) will instead flip upside-down as that looks funnier and that is my primary motivation here, though every effect we can visually represent without a popup icon is a plus.
Audited requirements for a ton of constructions. Many of these now require Mechanics, and in fact this is now the best and easiest way to learn mechanics when you don't have any skill. Find a long rope and start setting up hoists! Note that in some cases, commonly-used items like smoking racks now require significantly more skill to put together.
Updated all skill descriptions (visible in chargen or the @ menu) with updated information and a couple of gameplay hints.
The chargen screen now shows detailed text descriptions of each of the four stats, rather than just a bunch of bullet points about them.
Added a new(it was already in the repo, just unused) variant tile for acidic zombies.
Removed a bunch of leftover wind turbine stuff, because people kept beelining for them. They aren't in the game and won't be re-added until I've been able to rework how they function as appliances.
Renamed "flesh golem" to "protean giant" and rewrote its description. Updated the description for the jabberwock, and made creatures of that faction no longer hostile to one another.
Slightly reduced the number of creatures that spawn at the jabberwock mass grave.
Gave jabberwocks and protean giants a bit of dodge skill.
Fleshy shamblers are now smaller and weaker.
Monsters will no longer display status effect icons for dirty wounds or infections. These have never applied to monsters, and their tiles saying otherwise was a bug exposed by the addition of said tiles.
Reviveable zombie corpses no longer decay. This fixes an issue where extremely damaged (but not pulped) corpses could rot away before reviving.
Frozen zombies now properly pause their revive timer while frozen, so they will be less likely to pop up as soon as they thaw. Note that it usually takes quite a while for a human-sized corpse to freeze, so there may not be too much of a difference in practice.
Mi-go corpses now take an appropriately long time to decay.
The bodygraph ASCII art has been removed from the item info panel. This art was not sustainable as we add a bajillion mutant limbs and I never liked it anyway. Cleaner UI means more informed players!
Farm hayfields now have an overmap tile in MSX.
@Green Jelly fixed an issue where pet stores and similar areas were spawning wild and not domestic rabbits.
Dakin's solution now gives 10 units when crafted and has the same volume and weight as salt water, so that when it decays into such it does not magically increase in size tenfold.
Posture now grants a bonus to aim speed caps based on gun weight. The bonus is 20% while crouching, 60% while prone, and 100% if the gun has a bipod and you're in a spot where you can use it. This is NOT a bonus to overall speed, just the weight-related part of the equation.
Some sidebar formats were displaying the reload-and-shoot movecost (for weapons such as slings and bows that require you to load a round every time you want to fire) in parentheses after the fire movecost without any explanation. This looked weird and was confusing. Now the default sidebar shows it on its own line if you're using such a weapon.
Slings now have a lot more dispersion built into them than they used to. They're not used at huge ranges so this shouldn't matter too much, but do note that it's worse!
Sheet metal bracers now appropriately add 0.9mm of steel to 3mm of leather from the vambraces they're made out of, rather than shaving off 2mm. Like leather vambraces, they now cover 95% of the lower arms.
Reduced encumbrance for most greaves and vambraces. These were previously too high to really ever consider them in most cases, especially as they only cover half the limb!
Fixed a potentially crash-causing typo in the gradual mutation EOCs.
Added overlay icons in MSX for dirty and infected wounds. Dirty is a white cross on a blue background, infected is green, matching the UI colors for those things.
Grappling hooks now behave properly and cannot do things such as anchor to the sky.
Trying to climb e.g. a rope when you are too heavy will no longer tell you that the grass beneath it can't support your weight.
Removed the last of the dead code related to the old hardcoded stim value.
Updated seed itemgroups. Previously all locations were using farming_seeds, which was missing a couple of vegetables and wasn't exactly appropriate for home gardens. Now most gardens use garden_seeds, while farms and places specifically intended for food crops use farming_seeds. Garden_seeds slightly favors things like tomatoes that you'd grow in a home garden, and also uncludes lots of flower seeds and herb seeds.
Because this is a net reduction in food seeds, turned up spawns of garden_seeds a bit.
Toned down the bonkers seed spawns at the garden supply store.
Aim speed now takes your weapon's length, weight, and volume into account more than it previously did. Long weapons are penalized when adjacent to a wall or inside a vehicle, weapon volume is compared to your size category, and weight is checked against your lifting strength and stamina.
Adjusted the scaling of aim speed. It remains about as fast as ever when the aim bar is low, but as it fills it progressively takes more time to fill than it previously did. This effect is much more pronounced at low skill levels than at high.
Tracking dispersion now has much more unfavorable RNG the closer you are to your target. Remember that beyond 10 tiles there is no tracking dispersion at all. If you're new here, dispersion is gun inaccuracy measured in minutes of angle, which is a real life gun thing you can google if you're curious.
Moved the ocean MUCH closer to the start location. It will now always be between 1 and 6 overmaps to the east. An overmap is 180x180 tiles on the map screen. So it may be quite a distance, but it's more than 3 times closer to start than it was previously. This will probably not affect existing worlds, so make a new one if you want to see the sea!
Added a message to the evac shelter computer which might display if the evac shelter is too far to find even its general location. Because I cannot reproduce this issue on my computer, I can only assume this works! At the very least it doesn't cause any errors.
Removed the outdated bone animal armor. This was part of a set I removed a long time ago and somehow just these got left in.
Fixed a case where the Glock 22 was still able to spawn with unusable .357 SIG loaded.
Despite what the documentation said, painkiller caps on individual effects were actually global, so any one source could cap all painkillers. This has been fixed. Pain relief from all sources is now tracked, and the max_val of an effect now applies ONLY to that effect. So 15 max_val from aspirin means that aspirin can contribiute 15 pain relief, which has no impact on what oxycodone can contribute if you take that, too.
Adjusted the effect thresholds for opioids. There was some very odd math going on in the existing ones, and the overall effect was tha tramadol wasn't working at all for many characters. This has been fixed so a single tablet should work for a non-user (though it will take a bit to kick in), but note that these tablets in game are only 5mg, which is weak even by the standards of someone who is not going through opioids like candy. Two to four tramadol might be necessary if you're really hurting, but if you're at that point, maybe it's time to head home?
Opioid durations still get weird if you take a lot of them, and their durations in general are pending the implementation of a half-life system for drugs.
The Sensory Dulling CBM now works a bit differently under the hood. Generally speaking it will spend bionic power per point of painkiller it adds which can add up quickly, but it doesn't do it all at once, so keep an eye on it. It will also apply a stacking perception debuff. Currently when you deactivate the CBM, the painkiller effect sticks around for a bit. In the near future I will probably add some sort of hangover or rebound effect when you turn it off.
For reasons I cannot wrap my head around, the game was set to make any fish that you caught by pole or by trap a random number from 0 to 300 hours dead when it placed their corpses. Fish are alive when you catch them! That's how they get themselves caught!!! Anyway now fish corpses are brand new when spawned in a trap or on a line, though if you wait too long to check your traps they might not stay that way.
Shoggoths can no longer reproduce. They still eat items, for now.
The Melded Task Force can no longer spawn flesh-raptors. It was breaking the "no infinite spawning" rule and there wasn't a simple way to fix it like I did for the hive hulk.
Shoggoths no longer deal acid damage in melee. Acid damage isn't blocked by armor (it's normally handled through the corroding effect, which assumes the acid has already gotten past your gear), so this was just an unblockable 20 damage every time they hit you.
Shoggoths can say a few more things. It's nothing especially interesting, but it's a bit less monotonous if you're stuck in a lab with one.
@Penwise submitted a fix to a crash Mac users have been experiencing while smoking cigarettes or joints.
@Penwise submitted a fix to an issue that was rarely causing an error message when saving and loading the game.
@Penwise added a fix for a rare case where failing an NPC quest which was supposed to kill the NPC (e.g. if they had an infection) would accidentally kill the player character instead.
Fixed a bug from way back before we even forked which was causing guns to be ten times less accurate than intended. This didn't matter much at the ranges you typically used guns in DDA, but since we've significantly increased the range on basically all guns and bows, it had become quite clear that there was an issue. Now that this is fixed, it's actually possible to shoot birds and deer from very far away!
The above update was a huge improvement but made guns too accurate in close quarters, because the game was not doing a good job of modeling the effects a hectic melee has on firing accuracy. To adjust for this, I have added tracking dispersion. This is an accuracy penalty based on the weapon's length relative to the shooter's height, the weapon's weight relative to the shooter's lifting strength, and, if the target can see the shooter, the target's speed and their dodging ability. These factors are summed together to create a base penalty which is subjected to some RNG (weighted in the shooter's favor) and reduced as the target gets farther away, dropping to 0 at 11 tiles. This penalty is applied for guns, bows, flamethrowers, atlatls, slings, and any other item which is wielded and shoots or launches stuff. It does not apply to throwing things such as rocks and knives directly from your hand. It also does not affect ranged "spells" such as MoM powers unless they create some kind of a gun item. Basically if it has an aim bar, it counts. The penalty is applied whether the shooter is the player character, an NPC be they friendly or hostile, and to "monsters" which use guns, such as feral militia and hostile turrets.
Overall it is not a huge penalty and not something you need to worry too much about, just remember that smaller guns are easier to aim in close quarters.
Fabric items now get cut up into sheets instead of patches, so you can much more easily make bandages, and sheets are more generally useful anyway. I need to go in and make it subdivide sheets into patches in cases where there's a remainder but this is best for now. If you need patches, cut up sheets!
@Goodgulf_PL contributed a number of new plushies to the MSX tileset.
@canniballer contributed several maps and brocures to the MSX tileset.
Fixed a bug with the armored jean vest recipe which was calling for a jean jacket and not a jean vest.
Added a sights mount slot to the Ruger Mini-14 and fixed the names of several .223 rifles.
Fixed a bug where panicked persons and other "civilian" monsters were not properly dying off in some cases.
Renamed and re-described all such monsters to be less silly and make it more clear that this person is a victim of an unprecedented tragedy and not a goofy little dude.
Regular triffids and triffid queens can be bled for latex.
Fixed some weirdness with maple syrup that spawns in the world vs the kind you make yourself.
In addition to today's updates I wanted to post a quick message to players using translations: I know a lot of the game's text has been changing recently on the English side, which is probably making more and more English pop up in your game. I made some changes to how the scripts for extracting the game text work in order to fix some annoying errors, but now those scripts aren't compatible with the existing translations, so it'll take be a little bit longer to get them ready for the translators. Thanks for your patience!
On to the updates:
Fixed a bug that was causing dormant zombies to freeze in the cold and not wake up. Eventually in winter a lot of zombies will become dormant and get buried under the snow. It'll be nice, until something grabs your ankle and suddenly it isn't.
Updated the aim sidebar UI to more clearly explain that the bars or percentages when you aim a ranged weapon do not represent an accurate prediction of the future, they are your character's best guess about how on-target your shot is. This figure is arrived at by taking the maximum and minimum dispersion that the shot may wind up with and averaging them. Depending on your precision and vision/manipulation levels, that may be more or less trustworthy, as these control the amount and favorability of the RNG applied when you take the shot.
Cutting trees takes up to 2 hours longer (base time) but this new penalty is reduced for every point of ecology you have. I based this one on personal experience from the time I tried to cut down a tree. It's hard as hell! If you're finding it too onerous, come back when you have a couple points of ecology or look for a chainsaw.
Successfully cutting a tree down teaches a bit of ecology, up to rank 3. This is not a good way to learn ecology at all, go forage or something if you need to do that.
Shoveling rubble now takes 12 minutes, or 6 if you have a level 3 shovel or one of the burrowing mutations. Previously it took like 1 or 2 minutes and considering this is enough rubble to pin a human being to the ground I think that was a bit silly.
Added a lot of new items to dumpsites. This was mostly to thin out the preponderance of hugely useful items it was common to find in good condition there. those things are still there, they're just a bit less common.
There's more trash along roads now, and a much greater variety of it.
Long sticks now infrequently appear in several more places, including sometimes just lying around in fields or forests. This should help the people who aren't aware you need to smash young trees, and they may come in handy if you're early game and need to make a quick spear or something.
Added some conditions under which it is not possible to use a vibrator and some amusing messages regarding these.
It is impossible if the item is filthy, unless you have the verminous trait.
It is impossible if your morale is at or below -25, or if you have the numb trait, at or below 0.
It is impossible if you are on fire, unless you have the pyromaniac trait.
Fields are much less empty. The chance for a map extra to appear in a field tile is now 25%, and the distribution of these specials has been adjusted such that you should start seeing some things that have been a bit too rare for the last few months.
Added an easter egg to the lone grave map extra. If you're unaware, these Easter egg graves only appear <1% of the time, and you'll know them if you recognize a movie or game quote on the sign. This new one is a nod to Courier 6 from New Vegas. In the hole you'll find a TLG approximation of the starting loot from that game, though not all the stupid DLC items.
Added a new map extra to fields which places a small amount of clutter, including boulders, stumps, mudpuddles, trees, and some other things. This map extra can infrequently have a little ditch or depression in it which adds some Z level variety to the world. Some of the sides are sloped so you can get in and out of there.
Zombie technicians no longer carry full toolboxes of stuff, as zombies don't hold things in their hands. Instead they usually have a tool or two on their person.
Magnetic/ferrous zombies will sometimes have a tool or two stuck to or through their person.
Added the goedendag. This is a medieval weapon statistically similar to the war hammer but heavier and not quite as good at bashing. The main point in its favor is that it can be assembled from a spike, a pipe fitting, and a long wooden post without the aid of any forging tools. You can use a lathe, but regular woodcarving tools work too. A long wooden post can be crafted from a wooden beam which is crafted from a log. The recipe for the goedendag is in the regular medieval weapon book and you need 3 fabrication to learn it.
Fixed a minor mapgen issue with one of the little depressions that can show up in fields now.
Fixed the kcal values for scraps of meat. There's an annoying code issue to blame for this, and for once it is not my fault.
@Caba da Muleste da Paçoca fixed battery costs for the inflatable dragon decoration, so now it's usable again.
@aattss submitted a fix to weariness and activity that was at least partly caused by me overlooking an important variable when adding the explosive activity level. This was what was causing some of you to sometimes see messages about weariness increasing or decreasing despite the level staying the same.
@Penwise submitted a code fix for fire tiles rotating in NeoDays and in the process fixed an issue I had been tearing my hair out over with the other tilesets. looks_like now functions for fields so you won't be seeing that weird pink @ representing a tileset error for those, and fields in general will stop improperly rotating.
Fixed an error message related to LMOE shelters that was popping up for some players when loading a save.
Added a new location, the industrial pig farm. This is a globally unique (one per world!) map created by @doomguy4 which I added some spice to with some enemies and a new item that helps fix an issue that's been around for years. I'll say no more for the sake of spoilers, but do show up armed. You do not need to create a new world to find this place, it'll generate somewhere in your world as you explore.
Wolf spiders are no longer unstoppable death machines that can solo hordes of zombies. Their armor has been adjusted for size and to better match what you'd expect from chitin, all but the biggest variety fear fire and will likely run away when sufficiently injured. Additionally, their attack damage and attack speed have been reduced across the board. Instead of poisoning every attack, they have a special poison bite that they can do every few seconds. This one does the kind of damage you may be used to seeing. They have also had their vision range upgraded a bit. This means exploring the forests and fields without a light is probably a very bad idea, but I was able to beat an oversized wolf spider with a 0 skill character, no armor, and a baseball bat. I almost died, but I did do it!
Wasps now fear fire. Not all kinds, but some!
@aattss contributed a ton of fixes to lifestyle and some associated effects. Lifestyle loss from low HP and low morale should now properly trigger, toxin-based lifestyle loss should be more punishing, and sleeping in the cold should now properly be less restful.
NPCs should now much more intelligently evaluate both ranged and melee weapons. Strong characters will look more favorably on heavy weapons while weak characters will disfavor them somewhat. Blocking ability is now checked, and characters evaluating ranged weapons will score them more or less favorably according to their perception score. Very high evaluations for incidental factors have been reined in a bit, and the messaging and debug messaging about weapon preference when giving an NPC something to use has been improved. As always, you can override an NPC's preferences by simply telling them to do it anyway, but it's important to get this stuff right both for ease of gameplay and because hostile NPCs rely on the same evaluations so they know to shoot bullets out of their guns at you rather than trying to whang you with a can of Campbell's.
Changed "use only silent weapons" to "don't use loud weapons" in NPC dialogue, and changed the sound threshold from <5 to <16, as very few ranged weapons are fully silent anymore.
Modular guns, such as the M4A1 carbine, can now be installed on vehicle turrets. They will retain the stats of whatever receiver you had installed on them. Other gun mods, like sights, grip, etc. will still be removed and returned to your inventory when the gun is installed on the turret mount. In a perfect world, you'd just be able to stick the thing on there with all the mods and it would ignore the bonuses from the ones a turret couldn't make use of like ergonomic grips or ACOG scopes, but this is not a perfect world.
Note that while making this update, I discovered that the damage and range for the mounted gun described in the vehicle part menu were frequently wildly incorrect. For complicated code reasons fixing this is the sort of thing that might make me want to degenerate into a pre-human state and return to nature, so instead I just removed those numbers. If you're curious about them, you'll have to pull the gun off the mount and look at it. I intend to add an action that will let you peek at the gun's stats without pulling it off soon.
Removed a bunch of basically dead code that was supposed to splatter vehicles with blood but never worked with tilesets, so it was just eating (a small amount of) CPU cycles. No reason to keep it.
The MP5SD has an integrated suppressor, but because it inherited mod slots from the base MP5, it was possible to put a silencer on your silencer. This has been fixed.
Corrected species listings for a ton of creatures including feral humans, mutant humans, and mutant animals.
Added some missing behavioral flags to several mutant animals. This mostly makes them respond better to things like animal empathy and discord.
Adjusted the size of some of the lab mutants. They were a bit weird.
The Bestial Mutant's basic attack no longer has TWENTY-FIVE FUCKING ARMOR PENETRATION????
The insect pheromones mutation now works on roaches. They were previously excluded for no reason I could tell.
jarona
The terrifying trait now only works on humans (including ferals, though most are too aggressive for it to matter), mutant and non-mutant mammals, amphibians, reptiles, and other reasonably intelligent creatures. It does not work on arthropods, robots, zombies, portal monsters, or other weird crap.
Survival has been renamed to Ecology, as its focus has changed. It is no longer about "primitive things", and "bushcraft" had way too much overlap with tailoring and fabrication. Ecology is about your ability to navigate and interact with your environment. This includes foraging, animal husbandry, farming, tracking, nature lore, and other things.
The Ecology skill now makes animals (mutant and not, excluding arthropods) a bit less aggressive and less prone to running away from you. This effect is multiplied greatly if you have the Animal Empathy or Animal Kinship traits. Some creatures, such as fish, only get half the effect. I may revisit this later so Piscine mutants et al can be chums with their buddies under the sea.
Reworked the functions that handle escaping from grapples, webs, etc. when pausing or trying to move. This may be hard to notice, but the order in which your character attempts to break out of grabs, webs, rubble, pits, and other impeding effects including prone has changed. You will get out of webs and grabs first, then (if you paused instead of trying to move or attack) try to put out fires on yourself, then snares, beartraps, and rubble, and then the prone effect, and then finally you will try to escape from any pits you are in. Generally you will only attempt to do one of these things per turn, but that's the order it checks them, and that might matter to you.
Reworked the web escape function. It can now check for multiple effects flagged with EFFECT_IMPEDING. It will try to bust out of all of them in a single turn, but each subsequent effect will be harder to escape from. Currently webs are the only effect that runs through this, but you can imagine a guy hulking out of vines, webs, and a net all in one motion I am sure.
NPCs weren't using the above code for some reason. Now they are. That didn't seem like it was causing any problems in testing but if your guys start acting weird please report it.
Pausing while webbed, knocked down, covered in rubble, grabbed, etc. no longer gives you martial arts onpause buffs. You only get those if you're unimpeded.
Webs, snares, and other traps/effects which involve binding your character now benefit from Stretchy Limbs, Rubbery Limbs, and Pseudolimbs. The bonus on the latter two is dramatic. You can't tie up a slime with a rope!
Slimy and Viscous similarly offer a bonus, but only proportional to the amount of exposed skin the character has.
Cigarettes weren't working right because some code from a backport got mixed into their function. This has been fixed, and additionally some improvements have been made to the rate at which they give you nicotine.
Cigarettes and other smokables will now not always create a fire when dropped in a flammable tile, there's a random roll based on the tile's flammability instead.
Artifacts have had their caps lowered for some of their crazier modifiers. Like no you cannot get double HP or a 75% reduction to dispersion because you have a cube in your pocket.
Worldgen UI was still acting like there were sliders when there have not been sliders for a long time. The finalize button has been fixed and the UI cleaned up. You can still edit the remaining worldgen options with the s key as indicated in the worldgen menu.
Fixed an issue where chewing gum and cigarettes were not appearing in the (E)at menu.
Deleted the use_action for chewing gum, which did not do anything at all. You just (E)at it now.
Fixed an issue where liquid soap was not appearing in the (a)ctivate menu.
Significantly increased the amount of fatigue sleep deprivation periodically adds, as people were still reporting getting "stuck in sleep deprivation".
Added 2 or 3 tiles of range to most ammo types in the game, excepting those which already shoot very far.
Arrows got this buff, crossbow bolts did not.
Crude wooden arrows and bolts got a buff because unfletched arrows actually fly farther, though less accurately.
Cannonballs shoot like 20 tiles farther now.
Slightly adjusted blunderbuss damage. Blunderbuss shot has an extra pellet now, but each pellet does less damage. This needs refinement.
Overall I am still not happy with the effectiveness of guns at long range, especially in the most obvious use cases e.g. hunting birds. This will require some code work to get right, but in the meantime your bows and handguns should feel better to use.
Chitin and Chitin Carapace (but not epicuticle) now make you resistant to the effects of radiation. Being exposed will still irradiate you at the same rate, but either of these mutations now give you a 66% chance to skip radiation effects when they try to proc. Note that this protection is lost when you molt, and only returns after your chitin has hardened again.
Poison Resistant now gives you a 25% chance to skip the negative effect procs (seizures, migraines) when suffering from toxin buildup from mutant meat. This does not impact the lifestyle hits mutant meat gives, nor does it increase the amount of mutant meat you can safely eat, it just makes the toxin syndrome a bit less punishing.
Passive artifact effects for speed, stats, attack speed, and carry weight have all had their caps cut down by half, and their power costs doubled. This is a temporary measure. I don't like how artifacts are set up at all but fixing it is a huge headache, so I'm doing what I can to make them less silly.
Removed quicksave and debug from the escape menu. These are both still accessible via the keybind menu (press ?). Having them in the standard main menu made it look like they were intended for player use, they are not. The only safe way to close your game is to save+quit.
Added a warning to quicksave in the keybind menu just to help players understand they're taking a risk by using it.
Autosaves can no longer fire when you're performing an activity. This fixes an issue where saves made during activities could crash the game on load.
The action menu has been removed from the escape menu. There was no reason whatsoever for it to be there given that it is accessible simply by pressing enter.
It is no longer possible to add battery mods to laptops or other items which already have internal batteries. Modding these items is a desired feature, but at present the code doesn't support it and it was simply bricking your item if you tried.
Non-allied NPCs no longer track temperature. They still don't really have the wherewithal or resources to deal with temperature issues and it was a big source of lag and bugs, so for now they're back to just assuming things are OK. You and your followers still need to deal with temperature as normal.
Added a safety check for fishing that should fix instances of NPCs crashing the game if you left them fishing somewhere and then came back later.
Fixed a longstanding issue where moving from a low ramp to a low ramp tile, or an upper ramp to an upper ramp tile would move you up or down the ramp, rather than just sidelong like you probably intended.
Fixed a minor issue with zombie movement calculation that was truncating move cost remainders instead of rounding up, allowing for very rare irregularities in some zombies' move speed.
Activating a washboard, sponge, scrub brush, or dish towel opens the washing menu. These items are still not required, and activating soap still works, but this should help prevent some confusion.
Creatures who are frightened by sound are now only frightened by sounds above volume 15, and there is a cooldown of up to 10 seconds on the fear this causes. If a new sound is louder than the one which caused the cooldown, it will override it.
Noise emitters are now volume 50 instead of volume 30. This is louder than most characters can shout, but quieter than a car horn or gunshot.
The check for hearing loss caused by loud sounds now treats outdoor sounds as 20% quieter. This means that firing a gun indoors is more likely to deafen you and will impair hearing for longer than firing one outdoors.
Indoor sounds are now treated as 20% quieter for the purpose of attracting hordes. Firing a gun on the street is obviously going to draw more heat than firing one inside a house.
Fixed a rare(ish) crash caused by birds checking line of sight above treetops. This crash would have most commonly manifested as the occasional crash while the player passed a lot of time in their base during the day.
Meadows now have proper tiles on MSX's map.
@aattss submitted a fix to how drugs and addictions affect a character's ability to fall asleep.
Added tiles from @Goodgulf_PL for all types of spilled mutagen and infusion.
Added tiles from @Drawsstuff for the Jitte and Kris (on ground and wielded), Sai (on ground and wielded, this one's an edit I made of Drawsstuff's jitte), golf tee, malted milk balls, aluminum tent pole, plastic pail, and air jack.
Intelligence now adds or removes 2.5% effective focus for every point of intelligence above or below 10. This means at 16 intelligence and 100 focus, you are treated as if you had 115 focus, the same as the old Fast Learner trait. This bonus (or penalty) intelligence scales linearly with your base focus, so if your focus is 1 and you have 16 intelligence, you are treated as having 1.15 focus. Note that the number in your sidebar or morale screen is your base focus, you've never been able to see effective focus. If that's confusing: intelligence makes you learn more gooder
The slow learner trait (and all other focus-affecting traits) now also scale with base focus.
At present, effects such as amphetamines that raise or lower focus are still providing a flat bonus to your base focus. This is probably worth taking advantage of if you have high intelligence.
@aattss has contributed an awesome fix for an issue that's been bugging me for years! Strength gained from mutations now contributes to hit points, body mass, and BMI in the same way that strength assigned in character creation does, as these mutations are adding more/denser muscle fiber to your body. Strength gained from bionics or other effects does not add to this amount, as bionics are not an organic part of your body in the same way mutations are.
Removed the unused "venom mob protege" trait and its associated martial arts. These were never in the game, so this shouldn't affect anyone.
Made some slight adjustments to Bionic Combatives. It now provides +1 block attempt instead of +2, and its stacking buff provides 1 armor per stack rather than 3. Descriptions for the buffs have been rewritten.
Added fireplace pokers to a number of houses which had fireplaces but no pokers. The chance you'll actually find one in any of these houses still isn't high, but you should occasionally come across the things now, instead of never seeing them at all.
Added a couple more rock formation layouts. These are those random piles of rubble and boulders that appear out in fields and stuff. Previously there was only one and it wasn't very randomized. Now there are 3 base shapes with a lot more randomness to them.
Reduced the number of police and military roadblocks in the world.
Sleep deprivation now adds significantly more fatigue than it used to. This should help prevent situations where you eat an entire bag of coffee beans and then are never able to sleep again. It also means staying up well past your bedtime will require more caffeine.
Fixed a minor mapgen issue with house25, which was incorrectly placing a shrub underneath a bedroom safe.
Hostiles can no longer open the doors of a vehicle the player is actively driving, since the player character would obviously have control over the locks from the driver's seat. At present this ONLY applies to vehicles you are actually driving, just sitting there isn't good enough yet, hopefully we'll be able to get proper locks in the future though.
Creatures can no longer board a vehicle in motion if it is going sufficiently fast. The threshold in miles per hour is: ( creature speed * 35 ) / 100, meaning that 35 mph is enough to prevent most humans and zombies from hopping on your motorcycle. Note that flying creatures and creatures with leap or teleportation attacks don't really care about this limitation.
Hitting creatures with your car previously flung them away in a 120 degree cone relative to your car's heading. This was too narrow, often resulting in them being flung directly backwards and struck again immediately. Now it's a 160 degree cone, so you'll notice pedestrians getting knocked aside more often.
Car doors, boards, and quarterpanels now have specific armor values. Their old universal values made ordinary car parts too vulnerable to bullets and particularly shrapnel, which meant that frag grenades would absolutely mulch them. Now, not so much.
Added tough, child, headless, drowned, fat, and decayed dormant zombies. These appear in the usual places, but drowned dormant zombies will only appear in water.
Dormant zombies previously always made a volume 20 moan to wake up their neighbors when triggered. Now the value is randomized between 14 and 30 to make them a little less predictable.
Fixed a bunch of stuff related to weather appearing inappropriately underground.
Dormant zombies no longer appear in Dark Days of the Dead. They'd be nice to have, but DDotD doesn't have smashing/revival, and that mechanic is required for them to work.
Fish and other creatures which need to breathe water will now eventually die if dragged, pushed, or thrown onto land. It can take a bit. Creatures which are aquatic but do not breathe, such as zombie sharks, will simply flop around waiting for you to come over so they can bite you.
Fixed a bug where zombie sharks were able to swim under the earth.
Glow (the effect of having been stared at by a burning eye, or having teleported too often) now has a new effect which can summon a few impossible shapes into your immediate environment. This overall makes glow a bit less punishing, as these are a lot less nasty than some of the other things that can happen but this proc still helps remove your glow like the more dangerous ones do.
Added swimming proficiency, selectable in chargen for 1 point. This makes you act as if you have 4 more ranks of Athletics than you actually do (to a maximum of 10) for determining your ability to swim. You will likely need a rank or two of athletics on top of this to swim reliably well.
You can learn swimming proficiency in-game by trying to move in deep water. NPCs should spawn with it sometimes and they can also teach it to you in the usual way.
Added swimming proficiency to navy and marine professions, the swimmer profession, gym teacher, and a couple others.
Removed a couple of extraneous professions.
Made sewers count as indoors.
Removed the ability to slurp sewage off the ground. It was already impossible to drink, this was just a leftover bit of code that needed fixing.
XL ballistic plates are properly oversized.
Impossible shapes have a few flags like NOHEAD and NOSTUN that they were missing.
Drunk text now looks a bit better and won't happen if you're just buzzed. You need to be tipsy or worse.
Ported some DDA code for item-based spellcasting.
Nerfed the hockey puck's damage and to-hit values.
Fixed the cement bag. It can now be read like a book to learn the recipe written on it.
Fixed an error message that could pop up when hauling items through tiles they would not fit in.
Added a jade brooch, Valentine card, and peridot tile from @Drawsstuff to the MSX tileset.
Fixed a bug related to treetop transparency that may have been causing occasional crashes.
Slightly downtweaked supermarket loot. They still have lots of stuff and are meant to, but it's a fine line between "great haul" and "too much".
Fixed a bug with Dark Days of the Dead spawning monsters it shouldn't.
Fixed a bug with the way treetops were displayed in MSXOtto+.
Added a bunch of MSX tiles from @Goodgulf_PL including rings, earrings, cufflinks, and headlights.
Forests now contain a bit more diversity of plant life. Burdock and other useful (and not so useful) herbs can occasionally be found growing in wooded biomes.
Added actual armor values to tires, which previously took full damage from (almost) everything except bashing.
Tires now use their stab armor to protect themselves from being damaged when running over items or rough terrain. Regular tires have a small amount, racing slicks have less than that, wide wheels and/or offroad wheels have a bit more, and armored wheels have MUCH more. Offroad tires are still immune to rough terrain, but running over e.g. corpses still matters to them. Note that this check looks at the wheel itself and not any armor that may be installed in the same vehicle tile.
The base chance to proc a rough terrain roll is now higher, to offset the resistance now granted by the wheel's armor values.
The chance to proc a rough terrain roll is now much more sensitive to speed. If you drive as slow as you can, your chances may be quite low, but they go up quickly if you accelerate. This should make it easier to maneuver your vehicle safely around obstacles but harder to car-fu every zombie you see.
Removed the old 50% resist chance from armored wheels. Their actual armor values are higher.
Fixed a plethora of longstanding issues with consistency in flags, kcal values, and nutritional content of meat and mutant meat, especially vis a vis chunks vs scraps.
Renamed mutant meat to foul meat. It is the same stuff and it comes from the same places, I just wanted to make things slightly vaguer so I can do more stuff with meat in the future.
Removed salted meat, salted fish, and salted mollusk. These items were just another name for jerky. Real salted meat is something else and is much harder to make.
Fixed an issue with smoked foul meat's name.
Removed the "clump of worms" item, which was redundant and unnecessary.
Machetes now have medium instead of high blocking ability. Machetes are still very good weapons, but they aren't quite so purpose-built as swords.
Fixed a bug exposed by the recent treetop updates where monsters were trying to evaluate their line of sight without properly checking whether they were looking out of bounds.
Firefighter PBA masks no longer have the SUN_GLASSES flag. This means they won't overly impede your night vision, but they won't help with glare in full sunlight either.
Some locations which spawned welding supplies could spawn them in really huge numbers. This is partly by design, as you need a ton of welding rods and plenty of fuel to do anything consequential with the stuff, but because of how the itemgroups were organized it ranged from "pretty good" to "you will never need to loot any of this stuff again" rather than "pretty good" to "really nice." The spawns have been toned down a bit.
Speedways had big piles of tires in them, but for some reason these were perfectly intact wide off-roading wheels. These are supposed to be old tires used as cushions for if the cars slide off the track, and weirdly they were not the same kinds of tires the sports cars you can find on the track even use. This has been fixed. You'll now find normal tires and racing slicks in various states of disrepair, since they're old tites the pit crews took off, and they've been sitting out in the snow and sun for months.
Irradiation plants always had 8 solar panels on the roof, and many of these were advanced solar panels. The amount is now randomized, with 8 being the maximum.
@Fats420 submitted a typo fix to a photograph.
Updated MSX and Neodays. This includes some fixes I made to trees (treetops are aaaalmost right) and some updates from @Goodgulf_PL and @Fats420 bringing new/fixed tiles for a bunch of gun and bow mods in MSX and fixed longcoat tiles and new/fixed armor, blanket, and rat tiles in NeoDays.
Slightly reduced tunnel runner damage.
Tunnel runners can now wear dog armor if tame. They aren't tameable, but as with dogs, if you have a tame rat you might get lucky and have it mutate into one.
Lifestyle messages no longer show every time you wake up. These messages will only display every couple of days at most.
Having both a bandage and antiseptic on a wound no longer grants a 10% healing speed bonus on top of everything else. You still get a bonus if you are bandaged, and if you are disinfected, there was no reason to stack a third one on top of that.
Stopped monsters from getting inappropriate effects from smoke and fallout.
Removed "a mutant," "a nether creature," and "a feral" descriptors from the monster examine panel.
Reduced spawn of milspec and very rare guns in a few inappropriate locations that too often had them.
Fixed a bug with e-devices crashing the game if the device ran out of power while you were using it in some cases.
Fixed an issue where NPCs could get stuck in an infinite loop when trying to weild items sometimes.
Bumped the slow attack warning up from 4 seconds to 5.
Fixed a malformed string that would display if you attempted to attack unarmed while your attack speed was below 5 seconds.
Removed the Altica tileset from the repo. It had never been maintained, and ought to have been removed earlier.
Fixed an issue which was rarely resulting incorrect dodge bonus values from limb scores.
Stopped arm blocks from blocking with your legs.
Transparent floors such as skylights and treetops are now actually transparent. You will be able to see down through them (at least in MSXOtto+), and they should be better about letting light through.
There is still a bit of an inconsistency vis a vis shading on the dirt around the base of the tree when viewed from the treetop, and a few tree tiles are still inconsistent with their treetops. Fixing this is an annoyingly multi-stage issue, but it is getting fixed, and is at least far better than it was.
Weather should now happen in ravines and other low-level places which are still technically outside.
Removed a few cheeky DDA references from the game text.
Honeydew can no longer be made into sugar. Neither can peppermint patties or other various candies. There is a good argument for leaving honeydew in but as it was it was removing the toxins from it, which was unintended.
The recipe to get sugar from corn or other foods using lye powder is now mostly dependent on Science and not Cooking.
Decreased mansion loot a bit, mostly going after items that had a 100% spawn rate.
Mansion ferals can now spawn in bigger groups.
A few roaches and rats can spawn in mansions now.
Dehydrated/rehydrated/pickled/canned/etc. fruits and vegetables are now named as "dehydrated strawberries" (for example) instead of "dehydrated fruit, strawberries".
Stopped painkiller effects from becoming permanent if your pankiller value exceeded your actual pain.
Fixed the milling recipe for dried starch.
@Goodgulf_PL added MSX tiles for all metal fragments, fabric patches, and fabric sheets, as well as the slow-sand water filter.
@Fats420 added NeoDays tiles for the feral pyro, knife-wielding feral human, and rubber flooring.
@SD-5600 submitted some updates to the simplified Chinese translation.
You must now be wielding an instrument in order to play it.
You can no longer play instruments while driving, crafting, butchering, doing vehicle maintenance, etc.
Glock 22s should no longer spawn with .357 SIG which they cannot fire.
One of the cemeteries almost always had a Glock 22, and one of the gas stations always had a shotgun. These are now a sometimes deal.
Rubble and wreckage can now cause damage to tires.
Cheap wine is less expensive.
Creatures that leave manure will do so less often when first loaded into an area.
Adjusted spawn rates for some ammo and magazines, mostly making things more variable.
Removed Ultica, ChibiUltica, HollowMoon, Pen and Paper, and Ultica_iso tilesets from the repository. These were unused and unsupported and their presence was slowing everything down on the dev side and making downloads 40 megabytes larger than they needed to be, a fact which matters a whole lot on Android. If you really need these for some reason, you can still get them from the tileset repo.
Removed fur armor and faux fur armor. Fur provides some protection, but it is not purpose-built armor. For that, you'd just want leather armor with a fur cloak or coat over it, so go do that.
Some rockets were doing preposterous damage on impact. This was to represent the shaped charge in their nose which lets them penetrate tanks et cetera, but it wasn't really tuned right and led to some weird behavior. This has been brought down to "a lot", which should be much more reasonable while allowing them to perform their intended functions.
Five-point harnesses were reducing vehicle crash damage taken by driver and passengers by 25, compared to 10 on a seatbelt. In reality, these harnesses are only a bit more effective than seatbelts, and mostly for stopping passengers from being ejected from the vehicle. The damage reduction has been reduced to 15.
Wooden doors can now be disassembled for door hinges, a wooden panel, and some scrap.
Several zombie dissection snippets still reflected outdated lore or were just a bad fit. These have been removed, and a couple more added.
Fixed some bad math in the throwforce calculations and in calculating max pain from injury. This means that injury from attacks may cause a bit more pain than it had been previously, though pain from an attack is still capped by HP% on that body part. Strong characters should notice that throwing creatures is now more effective.
Removed all forms of "pepper meat", which were a really iffy attempt by someone a long time ago to make spices more useful. This solution was not scalable and created a rat's nest of copied recipe and comestible data which was extremely prone to errors and inconsistencies.
There's no longer any completely safe speed to offroad without offroad tires. Going slower is safer, but you need offroad tires if you wanna offroad.
Certain terrains (depressions, rocky soil) have a higher chance to damage tires than normal terrain. These also have a chance to damage even offroad tires. This shouldn't be an issue for offroaders most of the time as the chances of taking damage on any one tile are quite low, and these tiles almost never appear in big groups. You can see if a tile is bad for tires by looking at it with x.
Likewise, dirt and gravel, which often represent cleared and packed but unpaved roads or trails, are safe for non-offroad tires, though they are still more difficult to drive on. You can similarly check for this by hitting x and looking at the terrain.
Cleaned up tire damage code a bit.
Slightly boosted the yield of cattail rhizomes when foraging.
Slightly reduced the amount of food in supermarkets.
@HOMOEROTIC JESUS contributed an update that will greatly improve the speed and functionality of loading start locations. Hopefully soon we can expand this to also work on mission destination placement.
War clubs no longer falsely claim they can be clipped to a belt.
Scythes can no longer be deconstructed for spear shafts.
Pitchforks no longer require spear shafts to make.
Pitchforks can no longer make reach attacks and are also slightly shorter now, so they attack a bit faster.
Removed the clay quern. Clay, especially random clay sourced from fields, is not suitable for grinding anything.
Cattail rhizomes were weirdly massive and had a ton of kcal. That's not how they work! They are now smaller and much worse for kcal.
Cattail rhizomes are a bit easier to forage, so you need more but you may be able to get more.
Roasted cattail rhizomes cannot be made into flour.
Starch cannot be made into flour.
Starch can now be dried. Dried starch can be made into wheat-free flour.
It now requires many more cattail rhizomes to make starch.
Fixed and cleaned up a ton of milling recipes.
Fixed milling for bone skewers.
Removed survival skill requirements for most crafting recipes. The remaining exceptions are directly related to foraging or wilderness lore. I'll probably remove more of these in the future, but that's a different issue from what I was looking at in this pass.
Added archery skill requirements to most arrow and bow recipes, excepting crude wooden arrows and the survival bow. You only need a point or two to start making better ones, so it's not a huge deal.
Added throwing skill requirements to atlatl arrow recipes.
Added unarmed skill requirements to most unarmed weapon recipes. This is usually just like 2 ranks.
Removed leather/fur patch requirements from a ton of weapons. These requirements were probably meant to imply that some sort of grip was being constructed, but they didn't make a lot of sense and aren't necessary for most of these things IRL.
Garbage bags no longer say that they're waterproof. They can be made into rainproof and waterproof things, but they are not themselves waterproof.
Washboards, scrub brushes, and sponges now make it clear that they just speed up washing.
Flags are now made of nylon, not cloth or spandex.
@zacbrown submitted a fix for building on Mac.
@False Ritchie contributed some updates to the Russian translation.
SD-5600 contributed some updates to the simplified Chinese translation.
Offroad driving without offroad tires will now mess up your tires. Skill and going slow help avoid this a bit but it's just not a good idea to try to do it more than you have to.
Non-offroad tires are now significantly worse at offroading. Their 50% chance to avoid damage when driving over stuff extends to their behavior when driving offroad.
Fixed some bad math related to running over items and tire damage.
Reduced the number of mantises and spiders in the wilderness somewhat.
Whistles are now much quieter.
There are no whistles in evac shelters. They were too useful for early game shenanigans, which means they're the sort of thing that works better as a reward for exploring.
Autodrive is now better at avoiding craters and will attempt to stay at least 3 tiles away from their edges.
Autodrive will now much more heavily favor using roads when possible, but ultimately you are still the one responsible for setting the route.
Electronics practice recipes were using more charge than a multimeter could hold. This has been fixed.
Flooded basements no longer have regular water, they have murky water or sewage.
Added ramps to ravine edges, and added ravines to mainline. These have been sitting around in Innawood for some time and there was no reason not to port them over. These are large mutable map features like meadows that add some interesting verticality to the world.
Renamed mi-go slavers to abductors. "Slaver" implies that they are capturing people for forced labor and personifies them in a way that isn't really appropriate. They're aliens, they're abducting people for unknown reasons, but it probably isn't to work in the salt mines.
Made it so mi-go guards don't scream nearly as often. This was super fucking annoying if you were anywhere near their base because they constantly scream at their own prisoners.
Added the jitte and sai, two weapons from Japan. The jitte is a baton, the sai is a shiv and a karate weapon. Both are light, small weapons that have low damage, but high blocking ability, belong to the hooking weapons group, and can disarm opponents if you have enough skill. Recipes for these weapons can be found in the same book as the katana, but they're a bit easier to make. The items also spawn in places you might find Japanese weapons.
Added some throw damage to short spears. A full-sized spear is too long to throw effectively, but the chronicles are full of accounts of Vikings hurling these things at people even though they're usually melee weapons.
Ferals who use cutting weapons no longer always say "with a machete" in the attack messaging, since they can have other things.
The lucerne hammer should have its wielded tile in MSXOtto+ again.
The rope dart no longer requires unarmed skill to make.
Went over breakfast cereals and made sure they all had correct allergen and nutrition information. They're actually a lot healthier now, though you may be dismayed to learn that marshmallows are made of meat, and Wheaties contain gluten.
Fallout was previously happening randomly every 3 to 100 days, and lasting from 4 to 48 hours. It now happens randomly every 3 to 70 days, and lasts from 10 to 60 hours.
When your body parts change (such as via mutation), any effects attached to your old body parts are now properly removed.
When your body parts change, any clothing that no longer fits on your new body is now properly removed and falls on the ground.
Added attack vectors for crab legs so that crabs can properly kick now.
Muay Thai roundhouse kicks no longer involve toes, hooves, or talons. The attack is made with the shin or knee, or whatever equivalent you may have down there.
@FlakeClock submitted some updates to the simplified Chinese translation.
Crab legs can now wear scabbards, holsters, and leg pouches. Currently, these are always worn on one of your front legs, though you can swap sides as normal.
Charge attacks have had their damage slightly nerfed.
Ungulate mutants, cerbearuses, and skeletal zombears now have a charge attack. Regular bears, acidic bears, and zombears do not.
Fixed a crash that was happening when sawing metal bars or railroad tracks.
Upped the amount of wolf and jumping spiders in the woods. Mantises too.
Ravines now work properly in innawood, with no further errors in my testing. They still lack ledges to get up and down, but that'll be easy to add later. Once these are looking good they'll start showing up in main.
Backported another improvement to performance when crafting.
Backported an update to innawood that allows map specials to spawn in the bottom of ravines, so you'll see ponds and stuff down there sometimes.
Crab legs have been moved over to the limb system. They are a bit flimsier and harder to hit than human legs, but you have 4 of them. Like cephalopod limbs, they do not require splinting if broken. This will at a later date be tied to molt cycles, but for now they just sorta mend on their own after a while. Like cephalopod limbs, they can't wear pants or shoes, but can wear skirts or other draped items.
Added the fling_away spell effect. When this hits a creature other than the caster, it flings them away from the caster. The effect uses the spell's damage stat (which does not directly deal damage in this case) to determine throw force.
Nuckalavees and slag hulks now have a charge attack, usable when they are 3 or more tiles away. They instantly dash up to 6 tiles and then hit their target with an attack that flings the target and does bash damage.
Nuckalavees now behave a bit differently. They will try to hang back and use their poison fog for cover, emerging when their charge attack comes off of cooldown to slam the target, after which they will either back off and keep stalking or close in for the kill.
Moose, cows, and most of the mutant/zombie forms of these animals have a slightly weaker charge attack with a range of 2 to 4 tiles.
The Charger mutation can now, in addition to its existing passive effects, be activated to use the moose/cow version of this attack, provided the user is not downed, stunned, or immobilized. As a reminder, this mutation is available to Ursine and Bovoid mutants. Currently it does a random amount of bash damage and throws with a random amount of force, but in the near future it will be reworked to key off of your strength/melee/size/run speed as one might expect. At present, this always takes only 1 second, so it can be used to get out of trouble in a hurry as well.
Crustacean Carapace is now compatible with Furred Chitin. Crabs don't get this mutation natively, but if you're already a crab and chugging spider mutagen it won't make you lose your carapace.
Buckskin shirts and leather pants are now 1mm thick, making them a bit more protective than a hoodie and a bit less warm, while only being 1 more encumbrance. The buckskin shirt is worn on the normal layer, so it might be something to consider.
Screwdrivers can no longer be made by banging scrap metal with rocks. They are made at a forge like other metal tools. I am fully aware that sometimes you can use a butter knife or something to turn a flathead screw if it's big enough and not stuck in too hard, but "sometimes you can sort of do it a little bit" does not pass muster for tool qualities.
Reduced the anvil requirements for forging a lot of random hand tools. This should enable you to make simple things like screwdrivers or hammers without a ton of fuss. Remember that boulders have Anvil 1 and Hard Plating (which can be found by removing heavy steel rams or hard plating from military vehicles) has Anvil 2, as do railroad tracks.
Stopped the consume menu from popping up a message about having nothing left to consume after you eat your last item. Now it only pops up if you push the button while having nothing to eat.
Fixed a use after free bug which was potentially causing crashes on Android while smoking.
Charge attacks now have a minimum range, you can't use them in melee.
Cleaned up some iffy item location calls. This may be what was previously causing the UID error message on game load.
Fixed an issue that was causing some mutant limbs to be un-bandageable.
Fixed an issue that was causing mended limbs to look like they were still broken until the splint was removed.
Removed that annoying UID error message on game load. This was not information that meant anything to the player and in the case that's been causing it, there wasn't actually any problem.
Fixed up some more code in the medical menu.
Backported a fix to items transforming and changing sizes (e.g. expandable batons expanding) when inside of pockets that wouldn't fit the item's new form.
The Rabbit Fur mutation is now an integrated item with proper stats, like all other fur mutations. It is warmer than normal fur but less protective, lighter, and has less encumbrance. It is also rainproof, but not waterproof.
Made some minor updates to various fur coverage and stats.
Full Night Vision is now a post-threshold mutation.
You can no longer cut railroad tracks or steel doors with a reciprocating saw. This is a sawzall. It can saw through pipes or bar stock but it isn't going to do much against a foot of hardened steel or the sheer face of a security door. Get an angle grinder or an acetylene torch.
Fire and other fields will no longer inappropriately rotate in the NeoDays tileset.
Refreshed and updated all translation files. In addition to the normal updating from the English text, I have removed all "fuzzy" translations and made it so the scripts will not attempt to make these anymore. Fuzzy translations were a crude attempt to match existing translations to the English text as it updated, but in practice they were just causing a lot of lines to be mistranslated. This was confusing both for players (who had no way of knowing that e.g. their rat mutagen was actually rabbit mutagen) and for translators, who at a glance would see that the line had already been translated and would not easily be able to catch that it had been translated incorrectly. This will set the translations back some, but will make it easier for both players and translators to identify where translation work is still needed.
@Goodgulf_PL submitted some missing beard and mustache tiles for MSXOtto+
@Caba da Muleste da Paçoca upped the number of clay sling bullets produced by the recipe to 10.
Fixed an error message that would pop up if someone with cephalopod tentacles became winded.
Computer Hackers now start with hackPRO on their laptop.
Drone Operators now start with a smartphone instead of a cell phone, and a laptop with robOS on it.
Underwear is now randomized at chargen.
Underwear itemgroups no longer contain swimsuits or other non-underwear items.
The undershirt was redundant as the tank top already existed. Removed the undershirt and replaced it in all instances with a tank top.
Destriers can now see a few tiles at night, instead of being totally blind.
Added the truffle pig, a fungal version of the zombie pig. This is an armored pig that explodes into spores when it dies.
Fixed spore explosions for the fungal monsters which have them.
Reduced the incidence of fungal outbreaks in mansions and orchards.
Fixed up some monstergroups.
Renamed the intensity 1 Nicotine effect to Nicotione Buzz.
Mostly fixed ravines in Innawood. They no longer have huge squares of open terrain under the ledge. There are still a couple of issues, but it's an improvement.
DDA Backports:
Backported a major fix for crafting slowdown that has plagued the game for many years. Crafting is now MUCH faster.
Backported a ton of updates to crafting from DDA. These set up most of the remaining stuff for recipe steps, including allowing for crafting recipes to have unattended steps now. This is currently implemented with the bread recipe, which allows you to walk away while the dough rises.
Neutral monsters can also move up and down stairs, not just hostile.
Fixed some cases where the player could see NPCs through gaps but NPCs could not see back.
Fixed some weirdness that was going on with vehicle wrecks spawning.
Improved performance in inventory menus.
Fixed regional terrain not working properly when spawning at Z levels other than 0.
Backported a fix to an issue that was causing error message spam when near the burned_ground map special.
Backported two performance improvements for spawning items when maps are generated. This should generally increase performance when walking or driving around in new areas.
Backported a fix for a rare case where monsters making 0 volume sounds could freeze the game.
Added the destrier, a dangerous mutant horse which isn't afraid of zombies and loves to eat meat. To tame it, feed it meat, but make sure you sneak up on it quickly or it may try to eat you instead!
The destrier is much braver than a normal horse, so it probably won't throw you off even in large battles. It will munch on corpses and if you dismount it's pretty decent in combat. In the future, these animals will require regular feeding if you don't want them to start looking at you as a food source, but for now they're pretty low-maintenance.
Regular horses can randomly evolve into destriers, though it is quite rare and they generally won't start appearing in great numbers until mid summer. Your best bet is to just keep looking in places where you find horses, and eventually you might find one.
Added @Drawsstuff 's destrier tiles. These are fully compatible with existing horse tack and armor tiles, so you'll be able to see any saddles or barding you put on your steed.
Fixed some bugs with blood enjoyability for chiropterans. It is properly enjoyable again.
Fixed a bug that was preventing Innawood from loading.
Paddocks are now a lot less safe. As with most untended farm locations, the animals that spawn there will now zombify over time. There are now fewer horses to begin with, and a chance that there will be zombie horses there to begin with.
Nets and bolases no longer work the same way. Nets retain most of their old function, while bolases only trip things, they don't tie them up.
Nets and bolases no longer work on tiny or huge creatures. They now have a small failure chance in all cases, where before they automatically succeeded if they hit.
The "safe place" start will no longer place you in a hunting lodge in direct view of feral militia. That was not very safe!
Some additional cow and sheep spawns will now zombify over time. This only impacts creatures that haven't spawned into the game yet, which appear as you explore new places. Existing animals will not passively turn into zombies over time unless something kills them.
Carpet armor can be deconstructed to get your cordage and carpet pieces back instead of, for some reason, hundreds and hundreds of nylon patches.
Meat cleavers and electric carvers no longer yield mower blades when disassembled.
@Nova submitted a fix to the makeshift glaive, correcting its to-hit value.
Bionic installation keys off of proficiencies now instead of professions.
Surgery proficiency provides a moderate boost to success rate, robotic Programming proficiency provides a large boost. These two stack.
If you lack Surgery but have Human Autopsy, you get a tiny boost to success rate.
Basic Biology or Cyborg Anatomy (not both) provide a tiny boost which stacks with any others you may have.
You can train Surgery by installing or uninstalling bionics, but it will take too long to learn in a single playthrough probably. I'll have to add other ways to train it.
Robotic Programming can be trained by crafting robots.
Crafting robots now requires a laptop and robOS.
robOS is software that can be found on (mostly) science drives.
You can find it on civilian laptops and other drives sometimes, too. It will not be on phones or tablets.
Robotic programming reduces the chance that deployed robots will be hostile toward you. With even halfway decent skill (computers, electronics) and intelligence, the chance is basically zero even before you get the proficiency.
Fixed a bug with Maria at NECC, it is no longer possible to ask her for a nonexistent duster.
@doublescale submitted a fix for some weirdness with riot armor and MOLLE encumbrance.
Fixed a bug where NPCs would sometimes really, really want to go stand next to a body of water and not do anything else. This was due to their code for feeding themselves trying to handle food and drink in the same loop. A sufficiently calorie-deficient NPC who was not thirsty would thus path over water and not drink it, but would still remain hungry. If you had this going on in your game and your NPC still seems stuck, open the debug menu -> edit player/npc -> needs -> reset all basic needs. This should jostle them out of the old bad loop, and it should not happen again.
Improved the NPC needs loop and added some debug messaging to make issues easier to diagnose in the future.
Tails, tentacles and cephalopod arms do not need to be splinted. They will automatically start mending themselves after a few moments if they reach 0 HP. This makes them count as being splinted and the mechanics for recovering from that work exactly the same.
Updated the text for disabled limbs a bit.
Increased the mending speed of cephalopod limbs.
Cephalopod arms and tentacles now correctly calculate their manipulation and other scores. Cephalopods are now, as intended, better at crafting stuff and shooting guns than humans.
Capped the previously uncapped limb score bonus to dodge ability to +4. We can use enchantments if mutations need to provide more than that.
Reduced the balance score's contribution to dodge from 1.5 to 1.25.
Martial art buffs now fall off if you have certain effects. These are called out in the buffs' descriptions. Mostly this is going to be downed, staggered, or stunned. Some buffs are exempt from one or all. Zui Quan is uniquely exempt as operating from a position of weakness is its thing.
Reduced the bonus damage on Tai Chi techniques.
Removed the old XL plate carrier recipes and made a recipe for the modern one. Also added an uncraft recipe for it so it properly deconstructs.
Fixed an error message about hunting lodges.
Fixed a few typos.
Integrated items had the default to-hit value (-2) which was deceptive, as these items are either not able to be used as weapons or they should have the normal unarmed value of 0. They have all been manually set to 0.
@scale2x fixed a bug that was preventing XL plate carriers from loading XL plates due to their increased weight.
@False Ritchie added some updates to the Russian translation.
@SD-5600 updated the simplified Chinese translation.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Cataclysm: The Last Generation, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Cataclysm: The Last Generation statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.