0.C (Cooper)
‹———— 0.D 0.B ————›
0.C (Cooper) is a version of Cataclysm that was released on March 11, 2015.
Downloads
Change Log
Highlights
- This release also brings the long-requested DeathCam system, which lets you see the aftermath of the glorious fireball or atrocious trainwreck that was your demise.
- Gun users will notice a new aiming menu, you now spend time to steady your aim, do you take the shot now, or wait until the zombie gets a little closer?
- Tailoring-oriented survivors (and who isn't?) will note the new tailor's kit item, which lets you add insulation or protective patches to your clothes.
- Survivors with gigantic deathmobiles may appreciate the new turret options, including being able to enable/disable individual turrets, and being able to fire some turrets manually.
- Finally, for survivors with, shall we say, "well-stocked" bases, there are massive improvements to performance when there are many thousands of items nearby.
Features
- Infighting! Monsters now have factions assigned and will attack other monsters from opposing factions.
- Meteorology! Featuring all-new thermometer, barometer, and hygrometer, as well as an all-inclusive weather station.
- Now we can finally talk about the weather, as we've always wanted. (disclaimer, you can't chat about the weather with NPCs)
- You can warm yourself up from a nearby fire.
- Change car batteries without any tools, truck batteries with just a wrench, or install swappable storage battery cases and add/remove storage batteries to your heart's content. Electric cars come with cases for their storage batteries by default now.
- Many vehicle parts are now foldable, enabling you to have a more complete folding bicycle (or wheelchair).
- Aiming! You can now spend time when aiming a ranged weapon to improve your accuracy with it.
- The patented DeathCam™! You can now watch what happens after your epic death: is anything left of you after that massive fire burns itself out?
- Rifle straps! Mount one on your gun and just wear it when you're not using it.
- Some cars have alarms now, and you can try to bypass the alarm and unlock the controls.
- Better interactions with worn items, such as auto-retrieving stowed items from them.
- Toggle modes for each vehicle turret individually.
- Manual fire turrets.
- Cameras mountable on vehicles to extend view area.
- New drive-by-wireless system for cars, remote-control full-sized cars!
- Clothing modifications (padding and reinforcing).
Infrastructure
- Diseases are configurable from JSON and applied as relatively generic status effects.
- Pedal/wheelchairs/paddles united as a "fuel type".
- About half of the item types are now composable, for example you can easily make a "wearable gun", or "wearable tool" now.
- Overhaul and simplification of map data handling.
- Simplification of gun and gunmod handling.
- Restored building under MSVC.
- Build performance improvements via removing unecessary includes.
- Simplify handling of vehicle coordinates.
- Visibility checking API cleanup.
- Unified filesystem API.
- Extracted activity handlers from game.cpp
- Sound processing moved to a dedicated module. (in-game hearing, not the game making sound)
- Moved some shared logic from player to character.
- Streamlined obsolete mod handling.
Balance
- Gun mods aren't just a free-for-all when reaching marksmanship level 1 anymore -- instead, they each have different skill requirements to install.
- Canes, cudgels, and umbrellas now work as improvised fencing weapons.
- Gunstores are all locked up.
- Muscle-powered engines can run alternators now.
- Muscle-powered engines cause thirst, hunger and fatigue.
- Split out more layering locations and layers, but made layering penalties harsher.
- Nerfed shrapnel from bombs in general, they are MUCH less effective against armored enemies.
- Monsters with many weapons semi-intelligently choose which ones to use.
- Tuned skilling progression for making archery items to allow bootstrapping.
- Unfletched arrows no longer count as ammunition so they don't clutter your firing menu.
- Some monsters have a small amount of nightvision, Now you will learn why you fear the night.
- Enabled trading with starting NPC at game start.
- Slowed tankbots down so you have a chance of running away from them.
- Zombie master special now picks from every zombie, not just a small list.
Content
- An abandoned farmhouse may spawn in the forest from time to time, with a sad story behind it.
- Tanning with trees! Blackjack oaks now spawn, and can provide tanbark.
- Electric chainsaws and jackhammers now exist in the world.
- Destructible bridges! They can be smashed, they have sidewalks, and are a source of rebar.
- Straw! Get it from the hay in farm barns and make yourself a nice straw hat.
- Battery mods (extended battery, rechargeable battery, etc.) can now be removed by applying a screwdriver.
- Wool and felt are now usable materials.
- Lots of clay and pottery recipes/items.
- Diesel fuel/engines/pumps.
- Lots of comestibles and recipes for them.
- Buildable concrete and brick walls and roofs.
- Flu shot that actually innoculates against flu.
- Metal tank furniture similar to a keg, but easier to make.
- Lots of new clothes and recipes for them.
- Large amounts of chemical and metalurgy additions, lots of bombs and rockets.
- Interior lights for vehicles.
- Fire engine, with a water cannon!
- Occasional mineral drops when tunneling (limestone so far).
- Zombie technician gained a disarm attack.
- Student professions.
- Generic spiritualist content.
- Craftable canned food and recipes.
- More farming content and recipes to make use of them.
- Even more houses!
Inferface
- Butchering can now be used to cut up items, too. Also, you can now salvage _all_ the things (in a tile) in one keypress.
- Item descriptions now tell you what you know you can craft with them. No more wondering what those stupid copper tubes are good for.
- You can now choose to ensure that items you pick up never get wielded, keeping your hands free -- useful when you want to be using a martial arts style that's primarily unarmed.
- Foraging just... happens. Without prompting you (Y/N?) every (Y/N?) time.
- You can now choose to re-roll a random scenario along with your other random character generation things.
- New item action menu, trigger items without rooting around in your inventory!
- Option to merge all cash card charges into one card at an ATM.
- Laser-dot targeting now triggers safe mode.
- Streamlined vehicle construction menu by adding a shape select menu to parts that have multiple symbols.
- Added tabs to vehicle construction menu to help manage all the parts.
- Sound symbols persist until the end of the player turn, and can be examined for a description.
- Warning prompt about activated items when sleeping or waiting.
- Item names now have HP bars displayed with them.
- Add V-menu (nearby items/monsters) to peek command.
- Add filters to advanced inventory.
Performance
- MASSIVE improvement in performance when there are large numbers (thousands) of items nearby.
- Added a clustering algorithm for monster hearing that improves performance when there are many (thousands) of monsters on-map and making noises.
- Iterate across map structures in cache-friendly way.
- Avoid saving/loading sections of map that aren't interesting (like solid rock).
Bugfixes
- Doors and windows no longer hold up the roof! Hopefully preventing collapses from zombies breaking into your shop.
- Solar panels now _just work_ (as long as they're above-ground and it's sunny).
- Fixed dark temple finale by enhancing the dark wyrms that it spawns.
- Fix slow vehicles getting stuck in reverse.
- Fixed free blocks when player had no block techniques.
- Make effects that damage all player bodyparts use the same armor code as other attacks.
- Scale damage to armor based on its coverage so e.g. power armor isn't ridiculously vulnerable to acid.
- Fatigue can no longer go so negative that you don't need to sleep for days.
- Unify vehicle fuel handling.
- Game remembers which mutations you had activated.
- Fixed turrets shooting through doors.
- Fixed bug that was making gun recoil be too low.
- Fixed bashing corpses with blunt objects.