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| 0.C (Cooper) is a version of Cataclysm that was released on March 11, 2015. | | {{:0.C (Cooper)}} |
| == Downloads ==
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| [http://smf.cataclysmdda.com/index.php?topic=9757.0 Release Thread]
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| == Change Log ==
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| ===Highlights===
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| *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.
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| *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?
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| *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.
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| *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.
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| *Finally, for survivors with, shall we say, "well-stocked" bases, there are massive improvements to performance when there are many thousands of items nearby.
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| ===Features===
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| *Infighting! Monsters now have factions assigned and will attack other monsters from opposing factions.
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| *Meteorology! Featuring all-new thermometer, barometer, and hygrometer, as well as an all-inclusive weather station.
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| *Now we can finally talk about the weather, as we've always wanted. (disclaimer, you can't chat about the weather with NPCs)
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| *You can warm yourself up from a nearby fire.
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| *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.
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| *Many vehicle parts are now foldable, enabling you to have a more complete folding bicycle (or wheelchair).
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| *Aiming! You can now spend time when aiming a ranged weapon to improve your accuracy with it.
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| *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?
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| *Rifle straps! Mount one on your gun and just wear it when you're not using it.
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| *Some cars have alarms now, and you can try to bypass the alarm and unlock the controls.
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| *Better interactions with worn items, such as auto-retrieving stowed items from them.
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| *Toggle modes for each vehicle turret individually.
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| *Manual fire turrets.
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| *Cameras mountable on vehicles to extend view area.
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| *New drive-by-wireless system for cars, remote-control full-sized cars!
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| *Clothing modifications (padding and reinforcing).
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| ===Infrastructure===
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| *Diseases are configurable from JSON and applied as relatively generic status effects.
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| *Pedal/wheelchairs/paddles united as a "fuel type".
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| *About half of the item types are now composable, for example you can easily make a "wearable gun", or "wearable tool" now.
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| *Overhaul and simplification of map data handling.
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| *Simplification of gun and gunmod handling.
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| *Restored building under MSVC.
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| *Build performance improvements via removing unecessary includes.
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| *Simplify handling of vehicle coordinates.
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| *Visibility checking API cleanup.
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| *Unified filesystem API.
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| *Extracted activity handlers from game.cpp
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| *Sound processing moved to a dedicated module. (in-game hearing, not the game making sound)
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| *Moved some shared logic from player to character.
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| *Streamlined obsolete mod handling.
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| ===Balance===
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| *Gun mods aren't just a free-for-all when reaching marksmanship level 1 anymore -- instead, they each have different skill requirements to install.
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| *Canes, cudgels, and umbrellas now work as improvised fencing weapons.
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| *Gunstores are all locked up.
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| *Muscle-powered engines can run alternators now.
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| *Muscle-powered engines cause thirst, hunger and fatigue.
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| *Split out more layering locations and layers, but made layering penalties harsher.
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| *Nerfed shrapnel from bombs in general, they are MUCH less effective against armored enemies.
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| *Monsters with many weapons semi-intelligently choose which ones to use.
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| *Tuned skilling progression for making archery items to allow bootstrapping.
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| *Unfletched arrows no longer count as ammunition so they don't clutter your firing menu.
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| *Some monsters have a small amount of nightvision, Now you will learn why you fear the night.
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| *Enabled trading with starting NPC at game start.
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| *Slowed tankbots down so you have a chance of running away from them.
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| *Zombie master special now picks from every zombie, not just a small list.
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| ===Content===
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| *An abandoned farmhouse may spawn in the forest from time to time, with a sad story behind it.
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| *Tanning with trees! Blackjack oaks now spawn, and can provide tanbark.
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| *Electric chainsaws and jackhammers now exist in the world.
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| *Destructible bridges! They can be smashed, they have sidewalks, and are a source of rebar.
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| *Straw! Get it from the hay in farm barns and make yourself a nice straw hat.
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| *Battery mods (extended battery, rechargeable battery, etc.) can now be removed by applying a screwdriver.
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| *Wool and felt are now usable materials.
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| *Lots of clay and pottery recipes/items.
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| *Diesel fuel/engines/pumps.
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| *Lots of comestibles and recipes for them.
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| *Buildable concrete and brick walls and roofs.
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| *Flu shot that actually innoculates against flu.
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| *Metal tank furniture similar to a keg, but easier to make.
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| *Lots of new clothes and recipes for them.
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| *Large amounts of chemical and metalurgy additions, lots of bombs and rockets.
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| *Interior lights for vehicles.
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| *Fire engine, with a water cannon!
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| *Occasional mineral drops when tunneling (limestone so far).
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| *Zombie technician gained a disarm attack.
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| *Student professions.
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| *Generic spiritualist content.
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| *Craftable canned food and recipes.
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| *More farming content and recipes to make use of them.
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| *Even more houses!
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| ===Inferface===
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| *Butchering can now be used to cut up items, too. Also, you can now salvage _all_ the things (in a tile) in one keypress.
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| *Item descriptions now tell you what you know you can craft with them. No more wondering what those stupid copper tubes are good for.
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| *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.
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| *Foraging just... happens. Without prompting you (Y/N?) every (Y/N?) time.
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| *You can now choose to re-roll a random scenario along with your other random character generation things.
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| *New item action menu, trigger items without rooting around in your inventory!
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| *Option to merge all [[cash card]] charges into one card at an ATM.
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| *Laser-dot targeting now triggers safe mode.
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| *Streamlined vehicle construction menu by adding a shape select menu to parts that have multiple symbols.
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| *Added tabs to vehicle construction menu to help manage all the parts.
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| *Sound symbols persist until the end of the player turn, and can be examined for a description.
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| *Warning prompt about activated items when sleeping or waiting.
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| *Item names now have HP bars displayed with them.
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| *Add V-menu (nearby items/monsters) to peek command.
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| *Add filters to advanced inventory.
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| ===Performance===
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| *MASSIVE improvement in performance when there are large numbers (thousands) of items nearby.
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| *Added a clustering algorithm for monster hearing that improves performance when there are many (thousands) of monsters on-map and making noises.
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| *Iterate across map structures in cache-friendly way.
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| *Avoid saving/loading sections of map that aren't interesting (like solid rock).
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| ===Bugfixes===
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| *Doors and windows no longer hold up the roof! Hopefully preventing collapses from zombies breaking into your shop.
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| *Solar panels now _just work_ (as long as they're above-ground and it's sunny).
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| *Fixed dark temple finale by enhancing the dark wyrms that it spawns.
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| *Fix slow vehicles getting stuck in reverse.
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| *Fixed free blocks when player had no block techniques.
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| *Make effects that damage all player bodyparts use the same armor code as other attacks.
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| *Scale damage to armor based on its coverage so e.g. power armor isn't ridiculously vulnerable to acid.
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| *Fatigue can no longer go so negative that you don't need to sleep for days.
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| *Unify vehicle fuel handling.
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| *Game remembers which mutations you had activated.
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| *Fixed turrets shooting through doors.
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| *Fixed bug that was making gun recoil be too low.
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| *Fixed bashing corpses with blunt objects.
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| | For more information about this release see the [[0.C (Cooper)]] page. |
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| [[Category:Versions]] | | [[Category:Versions]] |