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<small> [[0.6 (Samedi)|‹———— 0.6]] &emsp; 0.4 ————› (not available) </small> <br>
[[0.5]] is a version of Cataclysm that was released on 2013 May 14.
[[0.5]] is a version of Cataclysm that was released on 2013 May 14.



Latest revision as of 11:52, 8 May 2020

‹———— 0.6   0.4 ————› (not available)
0.5 is a version of Cataclysm that was released on 2013 May 14.

Downloads

Release Thread

Change Log

Highlights

  • Many new details added to mapgen! New buildings, ruined vehicles on roads, and so on.
  • Much more modding-friendly: MANY bits of data have been moved into data files, rather than being hardcoded in the source.
  • A handful of recipes can be learned from sources other than just leveling your skills.
  • Artifacts should save/load properly now!
  • Assorted UI tweaks and improvements.
  • Weather radio and directional antenna.
  • Rain funnels - first step towards proper rain barrels.
  • Robust Genetics and dodging have both been significantly rebalanced, and should actually be useful.
  • Zombies wear damaged clothing.
  • Tailoring is more important, and string is easier to acquire.
  • New content all around!
  • Numerous bugfixes.

Full list

  • Matches usable anywhere lighters could be used previously.
  • Draw lit areas outside of LOS and normal sight radius the same as unlit areas
  • Tell the player when their gear is damaged in combat
  • Display player feat morale boosts
  • Pickling/canning
  • Only rust skill if X turns have passed since practice, not every x turns.
  • Halve rate of skill rust across the board.
  • Push crafting recipes out to JSON - now moddable without recompiling!
  • Acid rain causes pain not injury
  • Changed default viewmorale key to v
  • Learn crafting recipes from item disassembly or books.
  • New Hardcore trait
  • Other new traits: Skilled Liar, Pretty, Beautiful, Very Beautiful, Glorius (cancels truth-teller, ugly mutations)
  • Set minimum move to 25
  • Death by starvation or thirst
  • New professions: tailor, scoundrel
  • Adjusted conditions for cutting and stabbing skill practice (should be able to practice piercing now)
  • Code compiles with no warnings. No user-visible change, but important stability milestone.
  • Added a craftable power armor power interface CBM, solar panels.
  • Continuous reading.
  • New mixed drinks
  • A new book; "To Serve Man"
  • Glowsticks, found in sporting goods stores and bedrooms.
  • Broken and Empty windows can no longer be taped up, alarmed windows can.
  • Palisade walls changed to require 2 6foot ropes rather than one thirty foot one.
  • Domestic Windows drop strings now (Those are the kind that can be opened)
  • String can be made from sinew and plant fibre.
  • Added blankets, fur blankets (craft only), emergency blankets, sleeping bags, fur sleeping bags (craft only).
  • Added house coat, snuggie, cloak, fur cloak (craft only), leather cloak (craft only).
  • Added fur scarf, fur gloves, fur trenchcoat, fur pants, fur boots (all craft only).
  • All tailoring items that use fur require survival as secondary skill.
  • Added crafting recipes for bandana, blanket, house coat, cloak.
  • Weather radio
  • Radios are tuneable, so you can receive from more than one station without moving.
  • New item that doubles battery capacity of tools, recipe learn from certain electronics books.
  • Bugfix: reduced chance of "Tried to kill monster" debug s pam.
  • Bugfix: reduced chance of "Stopping out-of-map vehicle" spam.
  • Bugfix: can unload liquids into items wielded in hands (e.g., steel jerrycans).
  • Bionics screen shows current and maximum power.
  • Escape key usable to exit out of more menus.
  • Multidrop screen continually updates to show new potential weight/volume.
  • Bugfix: longbow should not end up loaded while in inventory, and can be fired if it does.
  • Backpacks, messenger bags, etc. can be repaired via sewing kits.
  • Add fire drill as a survivalcraft firestarter (trickier and slower than lighter/matches).
  • Furry mutation provides warmth, Bark mutation protects from fire.
  • Removed/reduced a lot of spam messages related to being hot or cold.
  • Sleeping should be easier in the cold (decreased chances of waking up).
  • Being too hot can now wake you up.
  • Inreased the amount fo heat generated by the player while awake.
  • Tweaked hunger and fatigue's contribution to body temperature.
  • More traits and mutations have body temperature effects.
  • Fix artifact saving and loading.
  • Multiple building additions in town and in the countryside.
  • Support for 2x2 and 3x3 buildings.
  • Temporary fix to decrease the number of large structures with roads running through them.
  • Items can only be set on fire if it would affect them (no more burning sheets infinitely).
  • Looking around at items (with "V") has a few improvements.
  • Soldering irons give heating elements when disassembled, tweak numbers for hotplates and water purifiers.
  • Advanced inventory management screen, default keymap "/". Lets you interact with adjacent tiles.
  • Roadmap is made of paper.
  • Removed RV kitchen units from some spawn locations.
  • Backend: made it much easier to define pre-built locations. Responsible for a lot of the new building types.
  • Increased the quench value of clean water.
  • Early-game survivalist stabbing weapon is now pointy stick. Wood spear is higher level.
  • You can now read using torches and other items.
  • Addictions can be configured explicitly in the professions file.
  • Tweak crossbow trap drops.
  • Made several UI screens smarter (resize to fit screen, esc can exit, etc.).
  • Show nearby map notes on the minimap.
  • Some item types can be defined from data files now! So far: misc/melee, armor, guns, ammo, tools, gun mods, books
  • Glasses can be worn with power armor.
  • Added several new constructions.
  • Power use of integrated toolset has been rebalanced.
  • Armor CBMs have had drawbacks removed.
  • Rain coats can be made from plastic bags.
  • Fursuits.
  • Work to make NPCs less buggy.
  • Nuclear missile fixes.
  • Tweaked steel recycler behavior.
  • Autosaves take into account the passage of real-world time.
  • Placable funnel that collects some water while raining.
  • Characters with the Android trait no longer get unimplemented bionics.
  • Added several new options.
  • NPC spawning is toggled with the in-game options menu rather than a text file hack.
  • Added more wildlife (coyotes, cats, etc.).
  • Robust Genetics trait heavily buffed.
  • Change how overmap tile data is saved, to allow for more terrain types and buildings.
  • Add high-capacity power storage CBM.
  • Add some new magazines and entertainment books.
  • Blisters no longer lower max HP (at least until the system is more fleshed out).
  • Cannibal trait has been rebalanced, as well as morale effects of eating human flesh.
  • Added cookbook for Italian recipes.
  • Sewing now requires an adequate source of light.
  • New health display for non-Self Aware characters, accurate to 1/10th max HP rather than 1/4th.
  • Targeting window (when throwing/firing weapons) has been reorganized.
  • Directional antennas!
  • Gas pumps have been rebalanced (less fragile when filling vehicles, more fragile when filling containers).
  • Added sling, slingshot, and associated ammunition.
  • Gas stations can spawn next to highways.
  • Large creatures are more likely to leave a corpse when taking high damage.
  • Add flavor items with variable descriptions to the game (fliers and such).
  • Some guns have range modifiers independent of their ammo. Buffed coilgun range.
  • Add limb torsion ratchet bionic, generates power when moving.
  • Desks don't spawn outside any more.
  • The option to delete your world on character death actually works now!
  • Tweaked projectile/glass interaction, stopped leaping monsters from phasing through windows.
  • Debug menu changes.
  • Made it possible to build indoor furniture in more situations.
  • Updated readme, added contributing guidelines.
  • Stopped small animals from suiciding, in many cases (e.g., broken windows and landmines).
  • Add a few hats. No, not TF2-style.
  • Artifacts will successfully save and load now!
  • Adjusted monster spawning mechanics to reduce the chance of swarms of difficult zombies.
  • Stop roads from going through buildings so often.
  • Pits less awkward to board over (can use nearby items).
  • Tweak glass bottle weight/volume.
  • Allow for reading/sewing in the dark through mutations/CBM's with a speed penalty.
  • Rewrote dodge abilities to have a noticeable impact.
  • Mansion pools are considered indoors now.
  • Tires can be changed with a wrench and a jack.
  • Add game logic to handle recipes that take the same item as a component and a tool, and add UI to alert the player.
  • Improve rendering in the main Windows port - animations should display better.
  • Cave-ins cause damaging rubble to fall.
  • Improve fuel guage display in the vehicle examination window.
  • Overmap notes blink again.
  • Space and tab should be available for keymaps.
  • Hitting the "pause"/"skip turn" button will let you cancel reading, crafting, and other long-term actions.
  • Special road spawns should not happen on bridges.
  • Ruined vehicles spawn on roads.
  • Zombies wear damaged clothing.
  • Nighttime lights are visible from reasonable distances now.