0.B (Brin)

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‹———— 0.C0.A ————›
0.B (Brin) is a version of Cataclysm that was released on November 17, 2014.

Downloads

Release Thread

Change Log

Highlights

  • You want speed? We brought the speed.
  • You want more buildings? We have more buildings.
  • More configurable difficulty? got it.
  • Better menus? Way better menus.
  • Mutation chains to explore? Tons of em.
  • More guns? yep.
  • More things to bolt on your deathmobile?
  • All over the place.

Features

  • Random characters have professions applied.
  • Brewing.
  • Wearable tools.
  • Martial arts techniques can trigger when wielding appropriate weapons.
  • Wing mirrors for vehicles.
  • Prototype hordes.
  • Adjust zombie speed with mods.
  • Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all.
  • You can dig down stairs with proper equipment.
  • Scabbards, holsters and sheathable weapons.
  • At high skills you can quick draw/attack with weapons.
  • Fish spawn as distinct creatures, and they're used for fishing checks.
  • Quivers for arrows.
  • Furniture can act as a tool.
  • Corpses rot and eventually disappear.
  • Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties.
  • Destroyed vehicle parts get ripped off the vehicle.
  • Player can start at various locations.
  • Special support for mapsharing installs:
  • lock down debug menu
  • lock players to their username
  • more configurable file placement
  • locks around map files
  • Language switch is dynamic now.
  • Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload.
  • Internal furnace and Battery System CBMs are toggleable so you're less likely to eat random objects by accident.
  • Spending more time near traps has incremental chance of finding them, spotted traps are remembered.
  • Thrown items above a trap-defined threshold will trigger traps.
  • You can now peek through curtains and some doors.
  • Smashing a broken window again clears out the broken glass (relatively quietly).
  • Autopickup can get at anything you can reach, i.e. adjacent tiles.
  • Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base.
  • Contents of books are unknown until first read (which is faster than usual).
  • Can craft recipes if you have a book in range that provides it.
  • Can learn recipes by practicing them.
  • Roof of the vehicle you're currently in is not drawn.
  • Faction hostility is back.
  • Kiln operates without player being nearby.
  • Radio operated items.
  • Switched to seed-based weather generation.
  • Options are only displayed when they are applicable to your build.
  • Can perform unspeakable acts upon zombies to turn them into your packmule slave thing.
  • Messages give feedback on melee misses.
  • Foraging is seasonal, fruits will grow each season, but once picked are gone until the next.
  • Pet menu to interact with friendly monsters.
  • Starting scenarios stitch together profession, traits, and starting location.
  • Picking up and dropping multiple items is now an interruptable activity.
  • Activatable mutations.
  • Heavily moddable gun platform.
  • Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up.
  • Factored windchill and humidity into body temperature calculations.
  • Vehicles smash items when they (wheels) run over them.
  • Refined vehicle/terrain collisions.
  • Hulks and Brutes now have a very damaging fling attack.
  • Jumper cables can be used to link together electrical systems of vehicles, including vehicles outside the reality bubble.
  • Crafting a large batch of items can apply a discount to the crafting time required.
  • Overhaul of "cut up" system:
  • Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun).
  • Cutting up returns items from each material that makes up the item.
  • Cuting up most items should respect the total volume of the item.
  • Most terrain can be smashed now, if you can hit it hard enough.
  • Can turn individual vehicle engines on and off.
  • Filling an item with water from e.g. a river is now an interruptable action.

Infrastructure

  • Switched to SDL 2.0.
  • Made paths configurable for packaging and installation support.
  • Finished pushing martial art definitions out to json.
  • JSONized multi-tile building generation, leading to huger buildings.
  • Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever.
  • Silenced all the warnings, now it's easier to keep new ones from cropping up.
  • Lots of string handling infrastructure, making translated string handling easier.
  • Missing tiles in tilesets can fall back to ASCII.
  • Saner glyph cache handling.
  • Components used to craft an item are stored in the item.
  • Debug overlay for hordes.
  • Improved window handling.
  • Generic iuse functors unify many types of iuse functions.
  • JSONized bullet pulling recipes.
  • Generic support for foldable vehicles, still need support for *crafting* them.
  • Encapsulation applied to map accessors.
  • JSONized monster drops.
  • Damaged fuel tanks leak fuel on the ground.
  • Most menus use input context now, and therefore have configurable keybindings.
  • Switched build to c++11.
  • Items can have a list of iuse methods instead of just one.
  • Drug effects can mostly be defined in JSON.
  • Scripts for querying json in tools_json_tools.
  • Beefed up utf-8 input handling.
  • JSONized NPC definitions.
  • Unified recipe requirements across constructions and crafting.
  • Better error handling when initializing SDL.
  • Recipes can have byproducts.
  • Added a standalone map layout utility.
  • Monsters are saved to the overmap instead of per-submap, clearing the way for horde support.
  • Hgamelaunch start script.
  • Items can spawn with variable amounts of charge.
  • Monster blacklists are applied consistently to all spawn code.
  • Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types.
  • Obsolete mods can be marked as such, preventing debug spam if a save containing them is loaded.

Balance

  • Give most starting professions decent starting equipment.
  • Nether spawns near corpse spawns.
  • Capped skill gain from many activities, especially crafting.
  • Melee weapons can take wear and tear damage based on their primary material.
  • Categorized CBMs you can get from butchering things.
  • BEES!
  • Armor values nerfed.
  • Mutagen spawn rates slashed.
  • Overhauled mp3 player morale bonus to make micromanagement of it suboptimal.
  • Amount of damage blocked by a block technique based on strength and skill of blocker.
  • Removed acid rain until it can be made into a local event.
  • Nerfed speed of many zombie animals.
  • Starting professions supplied with cold-weather gear to match the expected climate.
  • Standing in a fire less likely to ignite clothes.
  • Lying in fire (when one or more legs is at 0HP) causes MUCH more damage.

Content

  • New monster, Wraith.
  • Hops, barley, and molasses as brewing ingredients.
  • Yeast for fermenting brews and baking some bread foods.
  • Sugar beet as a renewable source of sugar.
  • Fruit wine and Brandy.
  • Moonshine and home-brewed beer.
  • Grappling hook.
  • Many new house layouts.
  • Wells and well digging.
  • CQB CBM that provides martial art style.
  • Warehouse building.
  • Decorative terrain and furniture.
  • Parasites and diseases from unsafe foods.
  • Curtains for vehicle doors and windshields, privacy please!
  • Foraging (in bushes, shrubs, trees).
  • Towel usable for many handy things (still not at HHGttG level).
  • hehe, honey.
  • Wearable rx12 auto-injector.
  • E-cigs
  • Motel locations.
  • Slime mutants can slip through tight spaces, spawn friendly slimes.
  • Some insect-like mutants can sip nectar from flowers (but at a cost...)
  • Mutagen gives you wings! (butterfly wings)
  • Bird mutations.
  • Zoose
  • Killed bots drop (disassemblable) broken bot items instead of corpses.
  • Bear mutations.
  • Bio operator zombie.
  • Spider nest basements.
  • Nice looking road ends and roundabouts.
  • Exploding gasbag zombies.
  • Pizza parlor building.
  • Wheelchairs.
  • Notes left by other survivors scattered all over.
  • Brain blob directs nearby blobs to move intelligently.
  • Mall location.
  • Several toolbox items to streamline carrying around your crafting needfulls.
  • Cotton and many cotton-based recipes and items.
  • Plant mutations.
  • Audit of all item prices to try and get a sensical baseline for them.
  • Supercharged military turrets.
  • Make Fedora activatable, m'ilady.
  • Road barricades.
  • Necropolis.
  • Rollerblades and skates.
  • Evac center and piles of NPCs and missions.
  • Bandit camps.
  • RC car and remote-detonated bombs, and a remote controlled lamp.
  • Automated gas stations.
  • Boats.
  • E-ink tablet and laptops can display recipes and act like books.
  • Can take pictures of monsters and view them on laptops or tablets.
  • Fish traps.
  • A "Thrilling" monster easter egg.
  • Riot control bot.
  • Extensive mutation chain culminating with player effectively joining the Marloss faction.
  • Extensive expansion of Marloss monsters/structures.
  • Various power substations, with new monsters.
  • Diesel added as a vehicle fuel.
  • Added craftable pontoon bridges.
  • Rat mutants can burrow, Cephalopod mutants can grow a large shell, lizards can regrow limbs.
  • Many new starting locations.
  • Curing hides and tanning leather.
  • Full coverage of tiles in Retrodays and MShock's tilesets!

Inferface

  • Expanded armor layering window.
  • Added way to swap panes in AIM.
  • Animation and duration for smoking activity.
  • Action menu that displays all actions in a tree menu.
  • Highlight things you can interact with when 'e'xamining.
  • Many strings are properly pluralized and have support for doing so when translated as well.
  • Standardized overmap building colors.
  • Vehicle examine menu shows used/capacity of fuel tanks and cargo space.
  • SDL builds can play music.
  • Log messages colorized.
  • Books colorized by category.
  • Different weather types get their own animations.
  • Save/load log messages.
  • Fuzzy river borders.
  • Scrolling text animations when things are damaged and on some effects triggering.
  • Lots of menus now have sorting, categories, and search.
  • Animation delay option.
  • Player can write and read sign items.
  • Added a menu displaying martial art style characteristics.
  • Perishable and rotting items colorized.
  • UPS no longer activatable, now act as passive batteries.
  • Prompt to continue studying a book until all recipes learned.

Performance

  • Greatly sped up construction menu.
  • Overmap scrolling speed greatly improved.
  • Turn number added to calendar since it's called a gajillion times.
  • Switched a lot of large collections to use std::unordered_map() or std::unordered_set().
  • SDL framebuffer cache.
  • Extracted rain animation code from main drawing code.
  • Tile lookup speedups.

Bugfixes

  • No bleeding effect if your armor absorbs all the damage.
  • Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions.
  • Prevent dragging furniture from hoovering up items.
  • Option to force software rendering to work around hardware support issues.
  • Players are ejected from vehicles when their seats are destroyed.
  • Contents of items destroyed by interacting with them are dumped instead of being deleted.
  • Restored function of area melee attacks.
  • Made various battery mods play nice together.
  • Prevent segfault in the unlikely case that you miss so badly that you shoot yourself.
  • Don't cause blood spatters when the attack does no damage.
  • Avoid crashing when loading a corrupted submap.
  • Avoid resetting creature speed to 100 when a creature is saved/loaded.
  • Option to disable joystick input in case you have a broken joystick.
  • Always practice at least one of the melee skill types when attacking.
  • Fixed off-by-one error that made 100% coverage armor 99% coverage.
  • Move critical multiplier calculaton after armor absorbs damage.
  • Added move cost for interacting with computers.
  • Use maximum heard sound for effects (such as deafness), not the sum.
  • Player graveyard works as intended, most recent player save is moved to the graveyard folder.
  • Factored weight of items in furniture into cost of dragging the furniture.
  • Gunmods with firing modes finally make correct sounds when fired.
  • Guns spawn with ammo when mapgen calls for it.
  • Fixed longstanding bug where displayed warmth would fluctuate wildly if your body temperature was optimal.
  • Prevent player from taking damage when driving over an acid puddle.
  • Taught zombies how to pick the right stairs.
  • Fixed bug where zombies can attack at range after a knockback.
  • Lots of window refresh cleanup.
  • Turrets and vehicle turrets now respect friendly status when burst firing.
  • Fixed a bug where monsters could see further than they should in circular distance mode (they still used square dist).