0.A (Kaufman)

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‹———— 0.B0.9 ————›
0.A (Kaufman) is a version of Cataclysm that was released on March 02, 2014.

Downloads

Release Thread

Change Log

Highlights

  • Module manager.
  • Fullscreen mode.
  • Many mutations, more refined mutation progression.
  • Improved view options for driving.
  • Improved item handling, including category views, partial stack handling.
  • Mouse move and mouselook.
  • Fishing.
  • Working Refrigerators.

Features

  • View item on mouse hover in SDL.
  • Mouse move.
  • Basic LUA support.
  • Vehicles disintegrate into their constituent parts on impact.
  • Fuel tanks preserve their contents when removed/installed.
  • Vehicle construction and repair using duct tape.
  • More distinct mutation trees, including branch thresholds and post-threshold mutations.
  • Interact with monsters on stairs.
  • Guilt from killing monsters tapers off as you kill more of them.
  • Can track vehicles with a GPS module.
  • Allow filtering constructions by the ones you can do right now (can toggle).
  • Idling for vehicles, can effectively run as generators.
  • Minifridge that keeps food fresh longer.
  • Clothing pockets and hoods only activate when needed. (for warmth)
  • Inventory and crafting menus support listing items by category.
  • Expanded underwater combat.
  • Item spoilage rate varies based on temperature.
  • More info in list monsters menu.
  • Rechargeable battery pack mod for tools.
  • Gunmods are installed on rails now.
  • Better gender handling at character creation.
  • Expanded vehicle electrical system.
  • Can pick up or drop partial stacks.
  • Shove items out of the way when closing a door.
  • Radioactive items.
  • Mutation friendly clothing.
  • Remove prompt to resume task, of course you want to.
  • Vehicle facing indicator (option).
  • Fullscreen mode.
  • Show contents of grabbed vehicle (e.g. your shopping cart) in advanced inventory pane.
  • Fishing, find a pole!
  • Automatic view shifting when driving (option).
  • Zoom mode that dynamically resizes tiles (pretty slow when zoomed unfortunately).
  • Search known recipes by output, tool or component.

Infrastructure

  • Overmap tiles moved to json.
  • Lots of warning cleanup.
  • More development of internal json library.
  • Mod manager.
  • Can define mapgen for tiles in json or LUA.
  • Traps moved to json.
  • Standalone json checker.
  • Refactored monsters and players to have a common parent class.
  • Retrieve items from inventory based on location instead of invlet.
  • Ammo types moved to json.
  • Blacklist and whitelist for including/excluding content.

Balance

  • Sleep increases rate of fatigue recovery and healing over time.
  • Remove automatic matches and poketknife from player spawn.
  • Add skintight flag for underwear-type clothing to negate layering penalties.
  • First Aid and bandages take time to apply now.
  • Increased city size variability.
  • Turrets have finite ammo.
  • Reduce rate of damage for "real armor" as opposed to "clothes".
  • Zombies spawn at last stand locations.
  • Burning ammo only throws shrapnel, no explosion.
  • Increased crafting distance to 6 to enable large workshops.
  • Progressive difficulty searching for lab notes.
  • Progressive difficulty searching for lab notes.
  • Large-scale vehicle rebalances.
  • Improved code that determines what body part is hit by an attack.
  • Water purification methods use one charge per unit of water.
  • Buffed water resistant clothing.
  • Removed acid puddles from acid rain. (no more melting items).
  • Buffed most zombie HP.
  • Large nerf to solar panels.
  • Effectively remove cap to starting points option (set to 1,000).
  • More interesting gun misfire/jam mechanics, guns can take damage now.
  • Varied rate of projectile breakage with a flag, more differentiation between arrow types.
  • Ammo with special effects (smoke, teargas, explosions) now go off when burned.

Content

  • Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip razors.
  • Too many mutations to list, including mutagen types and recipes.
  • Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels.
  • Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new traits.
  • Mutation-themed dreams, cowbell, atomic batteries, dojo and contents,
  • vending machines and bank cards.
  • Dinocataclysm added as a mod at long last!
  • Lots more terrain and furniture is now bashable.
  • Several new houses and other buildings.
  • Variations of vehicle condition (damaged, blood-splattered, engine running, etc)
  • Creatures fling around appropriate fluids and chunks when gibbed.
  • Several content packs that allow enabling/disabling different categories of content.
  • Shoggoth.

Bugfixes

  • Prevent artifact swords from sticking all the time.
  • Royal jelly and blood filter heal dermatik infections.
  • Make active items (ticking bombs, rotting food) work in vehicle storage.
  • Prevent teleportation and stairclimbing from erasing monsters.
  • Lots of UI tweaks.
  • Fix bug where items couldn't be thrown over water.
  • Erase scentmap when we move between floors.
  • Handle adjacent overmaps better, including notes.
  • Lots of recipes moved fro auto-learn on skill thresholds to being learned from books.
  • Fixed vehicle rendering when dragging.
  • Can craft from items in vehicle storage.
  • Only count loudest vehicle engine for noise generation instead of adding them together.
  • Fix weird bug where being too strong made you bad at throwing things.
  • Fixed several related vehicle board/unboard bugs.
  • Player displayed in correct position when peeking.
  • Fixed lots of menu drawing glitches.
  • Height/width options make more sense, total instead of based on view width.
  • Limit indoor dimly lit areas to the same view distance as outside.
  • Fix bug where vehicles and windows projected light at dawn and dusk.
  • Targeting defaults to nearest enemy.
  • Toggling between enemies includes hostile NPCs.
  • Vehicle turrets no longer shoot player or their own vehicle.
  • Fixed issue where exploding items could destroy themselves and cause a segfault.
  • Check for errors when attempting to write files and take appropriate action.
  • Fixed some lab finale features.
  • Fixed vehicle workshops being usable as components in recipes.
  • Cruise control is now smooth, even the sportscar is driveable.
  • Sinkholes don't turn into pits after you step in them.
  • Can no longer block attacks in your sleep.
  • Translations build and ship with releases.

Performance

  • Many overmap generation performance improvements.
  • Stop updating scent if player hasn't moved for a while, makes waiting and sleeping go much faster.
  • Optimized bitflag methods for very frequently used flags.
  • Heavy refactor of crafting menu for more speed.
  • Heavy optimization of scent diffusion.
  • Declare strings as const to avoid reallocating them all the time.
  • Lots of caching of vehicle parts.
  • Vision calculation speedups.
  • Refactored map loading to chunk up map data into tiny (1KB or so) files, so save/load is nearly instantaneous.