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<small> [[0.C (Cooper)|0.C ————›]] </small> <br> | |||
0.D (Danny) is a version of Cataclysm that was released on March 8, 2019. | 0.D (Danny) is a version of Cataclysm that was released on March 8, 2019. | ||
<noinclude> | <noinclude> |
Revision as of 19:46, 22 May 2019
0.C ————›
0.D (Danny) is a version of Cataclysm that was released on March 8, 2019.
Downloads
Change Log
Highlights
- Many quality of life enhancements such as auto-pulp, autopickup, batch actions, interacting with adjacent items and improved long-action handling.
- Pixel minimap for tiles mode.
- Guns accept magazines when appropriate.
- Player stamina stat that is burned by running and other physical exertion.
- Player faction base that allows incremental growth and autonomous work by NPCs.
- The player remembers terrain and furniture they have seen.
- Carrying racks for small vehicles.
- Vehicle system (speed, fuel consumption, terrain effects) overhaul.
- Overhauled nutrition, food spoilage and food state changes (freezing).
- Overhauled bomb fragment handling.
- NPC dialogue support, group commands, tactical instructions and backstories.
- Dynamic Lighting.
- Roughly DOUBLED the amount of in-game content.
- Unheard-of levels of bugfixing.
- Full translations for Chinese, German, Japanese, Polish and Russian.
Features
- Power transmission between vehicles.
- Books need to be read to know what they contain.
- Extend Stamina burn.
- Explosions can create craters.
- Zombies push each other.
- Overhauled shadowcasting to also provide dynamic lighting.
- Gun mods can be built-in to the gun and irremovable.
- Gun mods extended to draw power from UPS.
- Player can set zone instructing friendly NPCs to avoid picking up items.
- Unsupported items/fields/monsters/etc fall to lower z-levels.
- Mods can override overmap specials.
- Display hints about health upon waking.
- Experimental 3D vision and interaction between levels.
- NPC interactions: Carrying gear, healing with items, re-layering clothes.
- Hordes re-absorb monsters, this allows them to return to moving after spawning.
- Hordes can wander toward cities to keep them populated.
- Added a pixel-detail minimap option to tiles mode.
- Added the ability to use cutting tools or markers for labeling items.
- Add talk tags support to signage.
- Allow many actions targeting adjacent tiles. Reading, storing liquids, unloading containers.
- Allows certain claw-based mutations to count as having a butchering quality.
- Adds an item flag for certain clothing that allows making mutation natural attacks without said clothing getting in the way.
- Start with book recipes of selected skills on char gen.
- Allow gathering wool staples from sheep.
- Allow vehicles to pivot around arbitrary points.
- Added debug Overmap Editor.
- Add steerable wheels.
- Reload using magazines.
- Mix liquids into a container instead of a CONTAIN tool.
- Repair items as a long action.
- iuse actor heal for jsonized healing items.
- Craft in the dark when it makes sense.
- Allow using Enhanced Hearing CBM to crack safes.
- Giving NPCs mutagens, meds, food etc.
- Mass uncraft.
- Add coal mining.
- Implement minimum stat and skill requirements for items.
- Add ability to cut metal bars on windows with hacksaw.
- Allow wielding bows with one hand.
- Alternative starting point systems.
- Vehicles can spawn items with magazines and ammo.
- Stumbling and following improvements.
- NPCs reloading mags.
- Apply persistent morale.
- Allow autolearn at different level than crafting difficulty.
- Alcohol mixing for storage.
- Bring back NPC hunger and thirst.
- NPCs pulping corpses.
- Allow wearing clothing with OVERSIZE flag with footwear.
- Allow attacking ground to prevent overshooting.
- Allow bringing NPCs up/down z-levels in 2D mode.
- Zombie corpses transforming due to burns.
- Really nasty barfing.
- Overmap scent traces.
- Allow mending of faults for already installed parts.
- Vehicle part armor (damage resistance)
- Firing modes including NPC support.
- Automatically add starting components to the start vehicle construction.
- Mop up liquids in vehicles.
- Make NPCs better with (player's) meds.
- NPC command: close doors you walk through.
- Melee autoattack feature.
- Allow UPS charger to work with partial charge.
- NPC vs NPC combat.
- NPC guard/follow update.
- Add details to message displayed when loading world.
- Fancy hairpin can now be used as lockpick.
- NPC trading/exchange update.
- NPCs helping with crafting, providing recipes.
- Turrets can drop casings to CARGO part.
- Regional weather settings.
- Train relevant skills when installing/removing vehicle parts.
- Track items with no covered body parts (morale).
- Store any liquid in vehicle tanks.
- Scale repair times with damage.
- Ammo can be multiple types.
- Spawn bones when creatures made of bone are gibbed.
- Added automatic prying when [e]xamining on a locked door/window.
- Implement NPCs picking plants.
- Assign NPC's as vehicle crew members.
- Teleporation to adjacent overmaps.
- NPCs swap (or take off) their splints properly.
- Allow crafting with sealed container contents.
- More "resilient" overmap generation.
- Allow nesting crafting lists.
- Add in Scratch Attack for (mostly) Zeds.
- Adds seasonal variation to daylight levels.
- Implements deconstruction without tools.
- Contained fires will burn through all its items continuously.
- Gunmods contribute "ammo_effects" to the main weapon.
- Change crossbow firing skills to match related firearms.
- Moddable Milking Monsters.
- Option to yell sentences.
- Removed ability to pry open closed non-locked doors.
- Allow resolutions up to 8K UHD (7680×4320).
- Search the overmap around the cursor.
- Always save the latest created character as a template "Last Character".
- Give players back the ability to hear soft sounds from their own tile.
- Allow character generation menu to scale to screen size.
- Allow martial arts to force "offhand" unarmed strikes (kicks etc.) when wielding weapons.
- Ability to fully enhance an item.
- Option to auto pulp or butcher corpses.
- Make all long activities abortable.
- Draw power directly from UPS with UPS mod.
- Add stimulant/painkiller overdose symptoms.
- Loot sorting activity.
- Add trait groups.
- Added possibility to cut rebar cages with hacksaw or oxytorch.
- Make smoke decay outside of the reality bubble.
- Implement deployable furniture items.
- Allow shelter NPC to provide tips.
- Morale craft speed penalty.
- Fully random Play Now!
- Added vitamin tracking and vitamin-related disorders.
- Allow resuming light-canceled jobs.
- Washboard Batch Washing.
- New characters: Start with loaded/holstered guns and sheathed blades.
- Removed restriction to blood draw kit so centrifuge can work with any container with blood.
- Update washing machine to be able to use clean water.
- Add the ability to soak rags and cotton balls on disinfectant.
- Autoattack: Wait a turn if there is nothing in range.
- Changed CBM install and uninstall to require an Autodoc or a NPC doctor.
- Added control over amount of houses with basements, and basements can have individual weights.
- Adds option to disable music and sound.
- Underground temperatures relatively constant and independent from weather patterns.
- Nearby hordes appear on minimap.
- Moves social modifiers of mutations to JSON.
- Rates of hunger, thirst, fatigue, and learning moved to JSON, healing mutations use relative values instead of absolute.
- Added pet and livestock carriers so animals can ride in vehicles.
- Adds shelf life to many foods, previously canned or vacuum packed food has shelf life when opened.
- Include/Exclude filter for overmap search.
- Carrion can now eat adjacent crops or food.
- Allow place_monster to optionally place a randomized monster using a weighted list.
- Adds firewood source that automatically adds fuel to fire when it is 2/3s consumed.
- Make chickens and other small domestic birds tamable (Chickenfeed)
- Vehicles: Open all doors.
- Implement player faction base.
- Artifact dreams.
- Horde improvements: Better displays & zombie lurkers.
- Schizophrenic Overhaul.
- Option to spawn starting npc.
- Field dressing corpses aka Butchery overhaul.
- Smoking rack interactions expansion.
- Freezer & freeze mechanics overhaul.
- Add reminder effects for some medicine.
- Added infrastructure for setting a farm plot zone and triggering actions across the entire zone.
- Hot air and direct heat radiation from fires affect local temperature and can heat nearby area including interiors.
- Add support for solid fuels like coal for vehicle engines.
- Zone manager hides distant zones, shortcut for showing all zones.
- New lua feature: Lua-coded monster attack.
- Copy World Settings to a new world.
- New MOD feature: Add graphical tiles.
- Introduces 'Tip of the day' in main menu.
- Save pooltype and remaining skill-, trait- and statpoints in character template.
- Item infos for medication. (Quench, Fun, Stimulation, Portions, Addicting)
- Added map memory.
- Added a button to hide recipes in the crafting menu.
- Adds loadable bike racks.
- Allow hauling items along the ground.
- Added auto foraging of bushes and trees.
- Added autopickup rules based on material types.
- Artifacts can consume Portals.
- Update the fireman belt to allow attachments from fire axes, war hammers, and maces.
- Adds stealth modifier as JSON-ized mutation property.
- Npctalk: add support for NPC backstories.
- Npctalk: NPC group commands to guard and follow.
- NPCs can hear monsters and warn the player about them.
- NPC: Warn the player about dangerous monsters.
- Background traits - framework for dialogue update.
- Adds expertise traits for NPCs.
- Faction camp clearcutting mission.
- Allow aiming anywhere. Mark practice target.
- Vehicles: add multiple fuel support.
- Add blind throwing.
- Overhaul of map revealing items.
- Allow peeking z levels.
- Allow custom sprites for corpses.
- Makes monster corpses the same weight and volume as defined in the json files.
- Favorite ammo location for RELOAD_AND_SHOOT and RELOAD_ONE weapons.
- Vehicles: increase effective speed in tiles per turn.
- Adds a corpse to gibbed creatures.
- Selfies can be made and stored on camera.
- NPC photos show visible mutations.
- Enable Loot Zones to bind to vehicle Cargo parts.
- Add support for amphibious vehicles.
- Adds Zone Activity to harvest plots.
- Specific guns can be targetted in json gunmods.
- Add a debug option to spawn map extras.
- Adds a context menu when examining seed drill and advanced seed drill: reload them with seeds.
- Adds a Morale boosting chitchat with friendly NPCs as an activity.
- Update bone mending machine to use mend mechanics instead of magic stemcell treatment.
- Add new pet menu option for survivor to play with certain tamed pets to increase morale.
- Improve traction handling and add new wheel types.
- Shout commands for NPC wake-up and relax.
- Food recipe results' calories and vitamins now based on components.
- Adds skinning butchery action.
- Forests now partially block wind turbines output.
- Enabled snowstorms - wet and glare effects for snow.
- Made wind effects directional, including adding a lee side to structures.
- Added gunmods that wear out over time or quickly.
- Adds ranged attack mutations (using fake guns).
Content
- Lots of improvised tools (stone hand tools, forge, cooking furniture, clay and pottery).
- Extensive wilderness foraging.
- Super secret underground facility.
- Gunmod crafting recipes.
- More zombies: Elite grenadiers, Runners, Ferals, Predators, Shady Zombies, Screecher Zombies.
- Still more: many child zombie variants, Zombie Brutes, Water Biter, Scorched Children.
- Yet more: Fungal Zombie Child, Gigantic Naked Mole Rats, Acid Ants, Zombie Burner.
- Monster grab and pull attacks.
- Ranch and Ranch-related missions.
- Faction Camp and related infrastructure.
- Large additions to Lab variety and consistency.
- Vehicle based tools, street sweepers, tractors, plows, planters.
- Farm vehicles and tool attachments. Plow, reaper, seed drill.
- Seasonal variation in foliage.
- Expanded tree variety.
- Allow city-less mapgen.
- Many preserved food recipes.
- Two new variants of the military bunker basement.
- Items can have a side (left v right).
- Add a larger generator part and portable generator vehicle.
- More railroad terrain variants, made diagonal tracks subway railroads 7 tiles wide.
- Implement surrounded start.
- Professions: Hunters, Bandit, Bionic Survivalist, Parkour Practitioner, Burglar, Camper, Road Warrior, Boxer, Photojournalist, Tourist, Zookeeper.
- New mapgen: The Red Dragon Teashop, Football Field.
- Double the number of survivor's notes.
- Add "calories" field to it_comest.
- Terrain connections for groups other than WALL.
- Hands free mechanics.
- Update Evac Center.
- Implements integral_volume for gun mods.
- Veterinarian Clinic.
- Implement disintegrating ammo linkages.
- NPC trade update.
- Creation of 5 new overmap special campsites.
- 3 new roadside rest stops.
- Add magazine coloring, improve ammo/gun coloring.
- Prison Break Scenario.
- Funeral home.
- Razorclaws and Shipwreck.
- Add alternative triffid groves.
- Add 2x2 cemetery.
- Adds small Ponds.
- Adds Apple Orchard to the game.
- New characters: Start with loaded/holstered guns and sheathed blades.
- Add ability to steal items from NPC.
- Sugar House mapgen.
- Add 'Reach Refugee Center' mission.
- Add detergent and allow it to be used in washboard.
- Dairy farm.
- Micro Atomic Plant for Bright Nights mod.
- Parks and recreation buildings.
- Add butcher shop.
- Mansion Upgrade Project.
- Initial work on multi-story houses.
- Make chainmail craftable from scratch.
- Add bike shop.
- Add MShockXotto+ tileset
- Add descriptions to furniture objects.
- Small town buildings.
- Subway.
- Added Cable Charger Bionic.
- Mainlined vehicle rams from Blazemod.
- Add ammo pouches for fast access to ammunition.
- Hallucination monsters are now described in extended description.
- New monster ability 'ABSORBS_SPLITS'.
- Pallet lifter for fast battery swapping.
- Add Speedloaders.
- Remove Solar Panels CBM.
- Software Lights on!
- Added can sealer and related recipes for better food preservation.
- Separated dashboard (electronics controls) from steering.
- Acidic Ant Expansion - Acidic Chitin Item & Equipment.
- Add engine blocks and engine deconstruction recipes.
- Butchering yields for fungal towers and other structures.
- New basement variant, with and without hidden autodoc.
- Disposable filters for filter, gas, PBA, and survivor masks, as well as filters for hazmat and ANBC suits.
- Adds new narcosis effect that Characters cannot be prematurely woken from.
- Replaces heavy sticks with long sticks in many recipes.
- 50% chance of partial lighting in labs.
- Recipes to extract seeds from some fruits and vegetables.
- Additional doctor's office variant, a private bionics clinic.
- Raw hides can be turned into simple bags to transport remains of creatures.
- Adds variability in decay of food created before cataclysm.
- Add Trencher (Construction vehicle).
- Vehicle mounted pet carriers.
- Discordant Mi-go Memes.
- Add Cosmic's Additional Locations to the game.
- Root Cellar - food preserving option.
- Cosmic's Golf Course.
- More Dog Breeds - Now With Puppies Edition.
- Add Whaley's Locations.
- New mutation category: Mouse 🐁
- Injectable mutagen finales, targetable purifier smart shots.
- Overhauling tank drone.
- Add refugee center start (costs 1 point).
- Adds vehicle wreckages (of crashed helicopters) to helicopter crash-sites.
- Adds ant-infested labs.
- Adds the incandescent husk, an evolution of the shocker zombie that moves slowly and emits a lightning cloud
- Removed CBM crafting.
- Adds new location 'Mass Grave'.
- Added extensive new lab-based scenarios, areas and monsters.
- Added camping scenario and additional camp related start_locations.
- Adds the Intravenous Needletip and Titanium Skeletal Bracing CBMs.
- Adding new starting scenario at refugee center.
- The Fish mutation tree now has unique, post-threshold mutations.
- Labs can have funagloid portals, lab escape allows crowbar.
- Many options for using miscelaneous items as improvised tools.
- Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
- Added railroad station overmap special.
- Re-implements old start location options to the Challenge-Lab scenario.
- Implementation to support use of JSON snippets for procedural music descriptions.
- Adds LivePeople Tileset.
- Add forest trails.
- Add new pond map extra.
- Added railroad overmap terrains.
- Add new offal recipes in the game using the new offal types.
- Adds sourdough bread and sourdough starter.
- Add trail guide item.
- Adds a way to craft anesthetic kits in the game.
- Explosion of NPC dialogue.
- NPC Dialogue: role-specific survivor stories.
- Adds formaldehyde and methanol as precursors for hexamine, and recipes to make them.
- Adds shanty-town walls comprised of bolted-together junk.
- Adds extra recipe for nitric acid, which requires a pressure cooker and a platinum grille as a catalyst.
- Adds lab nanofabricator finale, letting players create high tech items.'
- Update RetroDaysTileset to include RetroDaysJar, AdamRetroDays, long grass
- Mainline NPC traits mod.
- Added outbuildings to default farm.
- Regularize city grid and allow large in-city specials.
- Adds area_name into info box when looking_around.
- Adds gunmods that add slots for more gunmods.
- Adds four new NPC backstories available to all NPCs.
- Added Electroreceptors as a starting mutation to the Challenge-Lab scenario.
- Adds medicine to help nausea.
- Added new Martial Art: Sōjutsu.
- Upgrades the outer walls of the refugee center and fills the waiting area with beggars.
- Allow multiple inputs for rifle portion of rifle turret.
- Adds new vehicle part : a wind turbine.
- Adds Free Merchant currency.
- Adds methanol and ether as a possible Molotov components.
- Add "classic literature" and "collector's edition" books, move choice book spawns to library, and adjust library/mansion book spawns overall.
- Adds the possiblitiy to find an evil moose in the kitten finding game.
- Adds new furniture flag that restricts vision when in the furniture.
Interface
- Bionics menu tabbed for better visibility.
- Streamlined reload menu.
- Bundled a square font.
- Separate zombies better by color.
- Many menus are resizeable.
- "Isometric" tileset mode.
- Search feature added to many menus.
- Lots of dialogs allow use or consumption of items from immediate surroundings as well as inventory.
- Enhancements to AIM.
- Improved explosion animation.
- Ambient sound effects.
- Added vehicle direction indicator in tiles mode.
- Prevented spam about player being tired.
- Removed inability for vehicles to drive over fungal beds.
- Fixed a number of issues around monster spawning: Wraith, ants spawning in sight of player, animals spawning underground.
- Enhanced medical menu.
- Recolored trees and bushes to be more recognizable.
- Added travel-to command.
- Hide options if they aren't present in the build.
- Tile scaling in tiles mode.
- Cancel out of crafting menu during component selection.
- Move times displayed adjusted to be cumulative instead of "most recent cost".
- Added pixel minimap in SDL builds.
- Highlight useful information in item info text.
- Split mod exclusion category into item and monster exclusion.
- Added handling for home and end key.
- Added dynamic loading of crafting gui categories.
- Sort by name in inventory instead of id.
- Add quit action to new character window.
- Extend blackspace window to cover minimap instead of using map legend window.
- Allow canceling crafting from component/tool selection menus.
- Updated MShock Modded Tileset.
- Scrollable item info text in crafting menu.
- Added Y/N query to attacking friendly NPCs.
- Remove pageUp/pageDown key bindings for next and previous tab.
- Display item name in crafting component selection menu.
- Hint when reloading would be possible if item not full to capacity.
- Random alternate sprite graphics.
- Option to disable item info highlighting. Color changes for readability.
- Enable music shuffling.
- Escapable menus.
- Translatable velocity units.
- New Isometric tileset, new 16x16 tileset.
- Combine limbs on info and layering screens.
- Define duplicate sprites for multiple tile ids.
- Random sprites for player and NPCs.
- Adds caching to the pixel minimap, enemy indicators flash red, apply low light filters.
- Don't rotate movement action in isometric when automoving.
- Isometric controls in advanced inventory.
- Isometric scrolling combat text.
- Allow sprites to offset later sprites drawn on the same tile.
- Larger/smaller and offset tile sprites.
- Only draw tiles inside viewrange.
- Pixeldoubling for tilesets.
- Clear the minimap texture pool before SDL quits to prevent errors on game quit.
- Fix display of Vehicle Indicator in tiles.
- Targeting window improvements.
- Add a draw refresh before asking direction on bionics: EMP, fingerpick, and mini-flamethrower.
- Copy z coordinate to the light ray endpoint. (Fixes vehicle headlights underground.)
- Fix border between terrain and status window covering part of the status window.
- Display more information for magazines.
- Use original message color in message history.
- Implement viewing tiles on the floor below the current one when an open floor is shown for SDL tiles.
- Make player-built walls look like walls in ASCII.
- Fix seeing inside crates/rubble/etc.
- Display remaining ammo for ammo containers.
- Change display of stack sizes.
- Escapable menu for examining NPCs.
- Highlight magazine and ammo.
- Vision and targeting changes, 3D-ification.
- Display moves when disposing of items.
- Escapable menu for sorting items in advanced inventory.
- Prevent window minimize on fullscreen borderless when focus lost.
- Rearange main rendering method to place curses cursor on @ at the end.
- Add a cache refresh before drawing pixel minimap.
- Add option to select which video display is used.
- Add option to limit lifetime of sidebar messages.
- Fix disappearing monster info.
- In overmap, move cursor to the selected (center) square.
- Redraw entire line of printed messages for screen readers.
- Tileset feature: Mutation overlay ordering that can be configured in JSON.
- Colorize message logs.
- Unify tile descriptions in lookview and liveview (mouse view) modes.
- Highlight only occupied bodypart.
- Create nonexistent input contexts when adding keybindings.
- Improve Morale dialog.
- Redraw borders of Options menu after showing of Keybinding help.
- Add local directional keybindings for pickup menu.
- Allow light levels of visible tiles to be known from a distance.
- Refresh AIM screen properly after escaping of SORT menu.
- Don't initially change the view offset when firing.
- Display JACK/LIFT amounts in real-world units.
- Implementation of UI for Bionics Slots System.
- Show estimated disassembly time.
- Improvements of the blood test window.
- Clearer message when butchering on sealed terrain.
- Rework inventory columns.
- Window with bars will be frame with bars after hitting.
- Add search function to all commands list.
- Accurate, consistent 'slow movement' messages.
- Mark some fields as dangerous; prompt for rough/sharp terrain.
- Auto-select first removable part, if possible.
- Vehicle turret reloading.
- NPC pickup whitelist, allow vehicle access.
- Improve vehicle interaction display.
- Add more info to item displays.
- CBM install failure mention which CBMs are lost.
- Mark the shortest route to a refugee center on map.
- Reworked settings menus. Ingame main menu.
- Show available, not only memorized recipes in crafting gui.
- In pickup UI, show identical items as stacks.
- Context-dependent skills and more descriptive unmet requirements.
- Vehicle part installation filter.
- Vehicle tanks as refill targets.
- Display engines (and faults) in vehicle overview.
- Support selecting turret ammo.
- Specify volumetric units via JSON.
- Include disassembly time in the confirm message.
- Option to skip frames when stunned.
- User configurable volume units.
- Fix recipe search to prevent exclusion of plural items.
- Option to sort items by staleness, first ones to rot on top.
- Make the crafting UI difficulty match what is used when crafting.
- Make the repair time shown in the vehicle UI match the actual time taken.
- Add a simple draw benchmark in the debug menu.
- Adaptive (windowed or fullscreen) inventory menus.
- Adds effect overlays.
- Interactive inventory letter assignment.
- Display 'item (charges)' for stackable items in crafting menu.
- Approximate durations.
- Allow scrolling in menus via mouse wheel.
- Extends Close Quarters Battle CBM description.
- Remove long-obsolete static spawn option, static is now the only option.
- "Look at" with long descriptions (of critters, furniture etc.).
- Harvestable plant description.
- Sheath and holster contained volume description.
- Add basic note support to constructions.
- Add AUTO_PICKUP_SMALL_ITEMS option.
- Enable customizing the 16 ANSI color slots.
- Record NPC kills in kill count.
- Add option to toggle framebuffer acceleration when using software rendering.
- Talk to NPCs from the menu for examining them.
- Added ability to save and restore default layout for advanced inventory.
- In the crafting GUI, show which books provide this recipe.
- Added point pool restriction option in world generation settings.
- Added monster info in extended description.
- Display actual nutrition acquired, rework rotten food penalties.
- Vehicle UI: Highlight parts for removal in overview.
- Color NPC/Player background cyan when grabbed.
- Update default font values to prevent tiny overmap font usage on new game installations.
- Add loading UI.
- Extended techniques info.
- Highlight searched components in crafting window.
- Visual aid for broken limbs.
- Added filter option to all inventory_ui menus.
- Display component supply when crafting.
- Convert braziers from traps to furniture.
- Added sorting and categories to list monsters.
- Disable scenarios that require a city start when city_size is 0.
- Prompt when creating a character with the same name in a world.
- Accessibility: Textual Vehicle Direction Indicator.
- Rope, wire and barbed wire fences are now built and removed through the construction menu.
- Horizontal emoticon style interface option.
- Option for zones with no auto pickup to suppress seen items spam.
- Add description to mountable locations.
- NPCs will complain every 5 minutes if they're bleeding.
- Allow diagonal movement via keybinding modifiers in SDL builds.
- Show time to complete as if there's bright lighting if it's too dark to craft.
- Show crafting bonus in 'New Character Creation' menu.
- Make items with a player-assigned inventory letter always come first in inventory.
- Support searching for memorized/unmemorized recipes.
- Inform player if they are capable of learning a recipe from disassembly.
- Support for resizeable windows with adaptive UI.
- Provides more information about the relative age and spoil progress of foods.
- Adds extended descriptions, sorts and colors descriptions.
- Add sub-menu for controlling multiple vehicle electronics.
- Display vehicle part descriptions.
- CBMs for NPCs: add BIONICs tab to player info window.
- Martial arts techniques description.
- Show activation and deactivation cost for all bionics that have them.
- Ask to ignore repeating distractions when performing an activity.
- Added filtering by skill to Read menu.
- Add scrolling the overview pane in the vehicle interaction window.
- Reduce clutter of [B]utcher UI by stacking identical salvage/disassemble targets.
- Adds (mushy) suffix to mushy food and highlights impact on joy in 'Eat' menu.
- Added feedback for contained fire's expected time left, before it goes out.
- Limb selection menu shows if limb is already bandaged or disinfected.
- NPC follower warns on sleeping and sleep when you do.
- Players can now save before sleeping and set an alarm at the same time.
- "New Note" UI has been upgraded with colors and a live preview.
- Migrate menu handling to uilist interface.
- Added looks_like for targeted tile fallback.
- Adds quality filtering to item search.
- Android on-screen keyboard now automatically appears for menu filters, advanced inventory filter, inventory filter, and creating map notes.
- Message window overhaul: filtering, page scrolling, and better interface.
- Show related craftable items for current recipe by hotkey.
- Adds descriptions for zone types.
- Worn clothing placed into a sane layer by default.
- Scrollable MOTD and Credits.
- Allow viewing long mod descriptions.
- Amount of mods of an item is now displayed as an integer following its name.
- Android quick shortcut dimensions now account for screen density, defaulting to a sensible size on all devices.
- Many options for selecting units to display.
- Npctalk: create a big dialogue window.
- Even when only capital inputs are allowed, using lowercase inputs should still set the dialog cursor.
- Enhanced limb menu (body window) and textified healing related effects.
- B menu show butcher, disassemble and salvage times.
- Adds favorite recipes and recently crafted tabs to crafting menu.
- Clarify crafting skills requirements text.
- Gray out redundant tool quality requirements.
- Show what will result from vehicle part removal.
- Clearer crafting search help window.
- Adds 'toggle fast scroll' option to overmap UI.
- Adaptively stack perishables based on remaining time before rot.
- Use more meaningful vehicle part names in messages.
- Highlight 'on' toggle-able parts in vehicle use menus.
- Highlight selected martial arts style in menu.
- Crafting searches for primary skill and result description.
- Tag clothes that do not fit, rather than clothes that do.
- Prevent seeing light through walls.
- Make walls sensibly visible at night.
- Have vehicles become dark inside when that makes sense.
- Allow toggling display of forest trails on the overmap.
- Added 'center' action for look around mode.
- Vehicle: display engine power and electrical drain/production.
- Bandage/Disinfactant display/compare/apply improvements.
- Allow hiding of recipe categories from crafting menu.
- Player: don't create the reload prompt if there's only one option.
- Better scrolling through requirements list in crafting GUI.
- Improve info for worn items which cover nothing.
- Show how much water and cleanser will be required on washing UI.
- Basecamp: store food supply in calories.
- Missions: display name of NPC that gave the mission.
- Automatically choose infinite sources for crafting when available.
- Play Now! loads a world with 0 character if available.
- Crafting-gui - colorize book enumeration.
- Veh_interact.cpp - colorize cargo volume.
- Sounds: add descriptions to player shouts.
- Allow installed bionics to be displayed in tiles mode.
- Allow separate tiles for activated mutations/bionics.
- Bionic power - equalize names and colorize values.
- Don't reveal wall connections the player should not know about.
- Automatically calculate monster difficulty.
- Player display: add support for hidden traits.
- Player character will open closed fence gates when walking, will vault over the fence gate when running.
- Allow multiple filters for crafting recipes in crafting menu.
- Status includes approximate times for NPC needs.
- Crafting GUI Filter saves history; possibility to move trough history with arrow keys.
- Changes text color to match map note color.
- Bind '?' to open keybindings window by default.
- Display scenario description after game start.
- Alternative night vision intensity.
- Added scaling option to resize screen elements in SDL mode for use on large screens.
Mods
- Added Tanks Mod.
- ChestHole tileset covering all entities.
- Added double monster HP mod.
- Mods dynamically enabled/disabled if they require lua and lua is present/absent.
- Basic lua console.
- Allow mods to override specific properties of monster types.
- Added More Locations mod.
- Removes redundant controls from inflatable boat.
- Allow mods to change martial art styles / techniques / buffs.
- Updated StatsFromSkills to use set_value & get_value for base stats.
- Allow mods to modify professions.
- Allow mods to modify scenarios.
- Allow mods to modify starting location data.
- Added Crazy cataclysm mod for all your immersion-breaking needs.
- Add No_Zombie_Animals blacklist mod.
- Add No_Diamond_Weapons blacklist.
- Move health messages (on wakeup) to json.
- Recreates DeoxyMod's Foldable Mod.
- Move filthy morale penalty to a mod.
- Add no npc food mod.
- Add more makeshift items mod.
- Add More Classes and Scenarios mod.
- Craftable Gun Pack mod revamp.
- More snippet/flier entries for mods.
- Support total conversion mods.
- Remove Arcana and PK_rebalancing mods since they are maintained in separate repositories now.
- Add huge vehicles mod.
- Expanded Realistic Guns: bandolier update.
- Magazines for Icecoon's Arsenal.
- Medieval Mod changes to viking and samurai.
- Medieval Mod: Starting with sheathed weapons.
- Added "BrightNights" - the sci-fi mod.
- Standardizes bronze recipes in Medieval mod.
- Fixes some unlearnable recipes in More Survival Tools.
- Makeshift mod and bayonet update.
- Battery compartment mod update.
- National Guard Camp, a large and very dangerous military complex.
- Brings DinoMod back online.
- Atomic vehicles for Bright nights mod.
- Added Urban Development Mod.
- Extended Buildings mod.
- Fix hp loss in StatsThroughSkills.
- Add Bionic Systems Mod.
- Added alternate map key mod.
- Moved light and heavy snare kits to More Survival Tools mod.
- Add "Mutant NPCs" mod.
- Mundane Zombies Mod Revival.
- Manual CBM installation moved to Bright Nights mod.
- Allow adding contents to existing monster groups in JSON.
- Safe autodoc mod, a dependency of Bright Nights.
- Makes Crazy Cataclysm a little crazier.
- Nested mapgen structures.
- Added Fuji's Struct mod.
- Salvaged Robots mod.
- Partially moved Folding Parts Mod to base game.
- Convert Bright Nights region_settings to region_overlay.
- Added anthill, bee, and large zombie exclusion mods.
- MSX Dead People tileset update and make it default.
- Adds new mod Growable pots.
- Mainlined Tall Buildings mod.
- Add urban development buildings to city spawns.
- Salvaged Robots: More robot themed professions.
- USABLE_FIRE tag makes terrain or furniture usable as a nearby fire for crafting.
Balance
- Unify crafting and construction xp gain.
- Removed flaming eye annihilation beam.
- Overhauled encumbrance system for finer degrees of encumbrance.
- Tuned up wilderness crafting a great deal.
- Removed inventory overcapacity penalty, items are dropped instead.
- Ensured that skills can be bootstrapped with practice.
- Zombie stumbling is more pervasive and random.
- Necromancer revive cooldown adjusted based on target toughness.
- Adjusted frequency of sickness.
- Variable draw costs for dedicated inventory containers (holsters).
- Last amigara horror to die always drops an artifact.
- Adjust the way monster upgrade times are calculated.
- Replace no pickup feature with move penalty.
- Added encumbrance to weapons worn with shoulder straps.
- Added batch crafting times to various comestibles.
- Made DEX prevent cuts from broken glass more often.
- Make farming yield multiples of default charge of a plant item on gather.
- Reduce XM-P plasma blast size.
- City spacing option.
- WBLOCK_2 usage changes.
- Correct nutrition_for thresholds.
- Change handling of recoil penalty.
- Remove completely unrealistic energy weapon recipes.
- Standardize ammo disassembly.
- Rationalize ranged skill training.
- Item handling is slower with increasing hand encumbrance.
- Add minimum move cost when handling items.
- Implements barrel_length variable in ranged.json.
- Remove requirement for a vehicle tracking device.
- Overburden rebalance.
- Basic unit tests for reloading.
- Rebalance item handling costs.
- Bring bite inline with melee attack logic.
- Allow gunmods to consume less (or no) volume when installed.
- Nerf "magical" battery storage options.
- Only consume_charges() for tools and comestibles.
- Acid update - rebalance fields, acid zeds, add backgrounds for acid tiles.
- Allow monsters to hit-and-run and poison other monsters.
- Metabolism: hunger rate and body temperature.
- Ally zombies and robots with arthropods.
- Guns in gunstores spawn with magazines.
- Buff corpse smashing, nerf butchery.
- Overhaul Radiation balance, it's now much more chronic in nature.
- Set default for addiction_type in comestibles.
- Reduce recoil penalty during burst fire.
- Overhauled Adrenaline effect. Replaced speed and stat boost with temporary pain immunity.
- Add inaccuracy penalty whilst driving.
- Make rain drenching slower, harder to completely avoid.
- Improve garage doors behavior.
- Overhaul distillation and use of alcohols by widening the gap between drinkable and refined alcohol.
- Expunge vermin.
- Make crafting of brewed/fermented items more realistic and involved.
- Turn toolbox into a truly versatile tool.
- Ignore checks for zombies to pulp if the NPC is boarded.
- Fungal Zombies can see.
- Rebalance fear_paralaze to prevent infinite moves drain.
- Fix hallucination not kicking in if duration is too high.
- Redesign bionics lab room to fix computer successful hack.
- Limit turret to its actual range.
- Make missed ranged attacks miss more realistically.
- Adds lifting capacity to Cantilevers description.
- Add "makeshift_kevlar" to recipes that include the kevlar vests.
- Bleeding also causes anaemia.
- Change chisel requirement to CHISEL quality requirement.
- Remove memorization of recipes from reading books.
- Nerf Sensory Dulling.
- More realistic diesel recipe.
- Evened out addiction withdrawal but made it longer.
- Rework firestarter and extended firestarter.
- Fix 145 items spawning in a house
- Standardize handloading recipes.
- Derive vehicle part hp from base item.
- Adjust multi-pool defaults.
- Fungus and aberration monsters now also drop filthy clothes.
- Adds few missing cancels mutations.
- Updated the plant mutations to give some encumbrance that makes sense.
- Allow Steel Jerrycans to be used as vehicle tanks.
- Forklift gets lifting and jack capabilities. Half of the boom crane.
- Medium storage battery 700 -> 7000
- Allow camera(_pro) for security camera crafting.
- Grant Medium-sized robots avoid_trap 1.
- Make clearing rubble an activity.
- Telescopic Eyes prevents visual impairment from traits.
- Make meditating an activity.
- Make NPCs escape onto tiles with weaker fields.
- Nerfed rate at which penalties from pain accumulate.
- Added "MOUNTABLE", to small and medium boulders.
- Smoked/salted meat changes, offal preservation.
- Add pathfinding for selected monsters.
- Rebalance blackpowder loads, expand recipe options.
- Correct the spread of missed ranged attacks.
- Added PARTIAL_DEAF to powered armor.
- Add night vision from perception, fix flashlight exploit.
- Cap JACK requirements increased to 8000kg in constants.h.
- Buff regen mutations, nerf regen due to health stat.
- Add recoil for being hit, makes melee more dangerous for ranged characters.
- Swappable storage battery installed/removed to/from vehicle with no skill, in little time.
- Decrease the number of military bunkers.
- Melee damage while wearing filthy clothing may result in infection.
- Make Vending Machines harder to break into.
- Add power armor helmets to match existing spawns of power armor.
- Heal broken limbs gradually, not all at once.
- Increase to horde interest with sound source.
- Time needed to wash an item now depends on its volume.
- Make target size affect ranged accuracy.
- Forbid evac center mission route from having non-road tiles.
- Remove construction skill.
- Craft one round at a time for handloaded ammunition.
- Give zapback zombies weak electric melee.
- Remove requirement for large power reserve just to turn on a part.
- Bash shouldn't give better items than deconstruct now.
- Stops roadblocks from spawning live zeds.
- Remove gasoline and diesel from explosive recipes.
- Restore sum of errors based dispersion.
- Newly recruited NPC engage close enemies only.
- Nerf to tree yield.
- Disallow batteries with a weight over 20000 from tool battery mod.
- Reduce noise from other z-levels.
- Make metabolic mutations more interesting.
- "No one is immune to fire"
- Fix some tools recipes to match output item volume.
- Add some variability to vehicle battery levels & tire destruction.
- Chopping trees rework.
- Drilling long action.
- Replace chop logs construction with long action.
- Glazing and waterproofing requirements.
- Added rebar cage spawns to basic concrete wall and removed rebar drops.
- Changed formula for character strength required to install something in a vehicle.
- Don't retarget after killing selected target in a burst.
- NPCs capable of getting away from live/armed explosives.
- Remove mutation side effect from unsuccessful bionics installation.
- Allow giving ranged weapons non-piercing damage, modify corrosive zed.
- Add new "CLIMB_SIMPLE" flag.
- Kill 100 Zombies quest now require killing 100 monsters from a ZOMBIE species, and not only ordinary mon_zombie.
- Ranged weapon rebalance.
- Applied new FRAGILE_MELEE flag to a number of improvised weapons.
- Zombies cannot bite without grabbing.
- Skeleton armor increased by 50%, skeletons slower and harder to shoot. Adds Skeletal Juggernaut.
- Replace instant healing with slow healing effects.
- More Complete and Rebalanced Vitamins.
- Antibiotic overhaul - slow-acting antibiotics, and adds Atreyupan, a weak antibiotic.
- Changes some Autodoc messages and makes it usable without anesthesia by Deadened mutants or Sensory Dulling cyborgs.
- Balance rusting of iron items (essentially eliminate it unless the item is left soaking in water for a long time).
- Overhaul fragmentation explosives to project a deadly field of fragments instead of a few random ones.
- Make ice labs ~10% of all labs, not 50%. Ensure 1+ lab per overmap.
- Make portals unavoidably teleport you.
- Removed ability of losing existing CBMs due installation fails.
- Vary horde speed based on monsters in horde.
- Obsolete impossible gunmods.
- Create LOUDMOVES flag, add to secubots.
- Lumber no longer made from / substitute for long stick.
- Fix OP throwing.
- Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
- Added FILTHY tag, monsters with the tag now drop dirty clothing.
- Portable sleeping bags.
- Removes the vac_sealer requirement from sealed glass jar recipes, adds canning pot, updates recipes.
- Allow crafting a fur rollmat with tanned pelts.
- Wearing clothing out of natural layer order now imposes additional encumbrance.
- Added deconstruct recipe for vehicle controls, reduced component requirements for crafting controls.
- Adjusted weights of mammals from the category defaults to averages of real values.
- Let one screwdriver recipes produce screwdriver set.
- Flowers won't collide with vehicles no more.
- Increase HP of paper-thin palisades.
- Many animals such as coyotes and dogs are now less aggressive across the board.
- Allow fishing in fishable non-river locations.
- Nerf pneumatic gun reload times.
- Modifies calorie amounts for flesh/fish and Fat products, including butchery products.
- Rework vehicle safe and max velocities based on physics.
- Adding more requirements to screwdriver set recipe.
- Causes corpse damage level to negatively affect butchery yields.
- Adjust PRY ability levels.
- MBR vests weight and recipe fixes.
- Reset aim of bows between shots.
- Refine forest trailhead placement.
- Adjust clay distribution in forests and on river banks.
- Rebalance comestibles' calories, vitamins, weight, and volume.
- Made vitamin deficiencies slower to accumulate.
- Rebalances recipes to be closer in calorie count for input and output.
- Increases duration of most morale effects
- Rapid metabolism made purifiable.
- Joint Torsion increases stamina usage when moving.
Bugfixes
- Fix inability to repair modified clothing.
- Fix charge consumption when invoking tools.
- Fix grenades not exploding.
- Cleanup drivability rules for vehicles.
- Prevent application of traps to players in vehicles.
- Menu crash fixes.
- Fix crash when player moves while remotely controlling a vehicle
- Fix gasoline in automated gas station mapgen
- Force HOT/COLD/WET items to be active on save load
- Make reinforced glass interact with projectiles.
- Prevent display of messages the player shouldn't know about.
- Prevent windows from thinking the game has hung.
- Prevent turrets from damaging source vehicle.
- Don't drop skeleton meat.
- Don't automatically shoot neutral creatures with autofire.
- Fixup behavior of frightened monsters.
- Optimized fire spread.
- Fixed disarm technique.
- Crash fixes for item handling.
- Stumbling monsters no longer move at different effective speeds based on direction of movement.
- Numerous bugfixes in NPC AI.
- Fixed some interactions between various inventories when they are present in the same tile.
- Made blacklisting operate more consistently.
- Rebalanced vehicle collisions.
- Fixed crash when target dies between successive automatic attacks.
- Fixed deafening noise from collapsing buildings.
- Apply stamina penalty for attacking more consistently.
- Headgear now can actually be worn with power armor.
- Don't wake up on dry retching.
- Fix incorrectly calculated melee movecost.
- Fixed zombies stumbling in biased directions.
- Fix for flickering in SDL version.
- Allow dodging during long actions.
- Fix failing legacy save loading unit test.
- Fix electricity and acid ripping up clothing.
- Fix a funny bug: going to sleep while playing an instrument results in "Something is making noise".
- Fix shrapnel crash.
- Hack in roofs above buildings.
- Fix all projectiles causing explosions.
- Add back cache update to fix pixel minimap render issue.
- Make backtrace() handling saner; fixes BSD, probably others.
- Make exploding ammo explode on hit.
- Integrated scope fix for scout rifle.
- Restrict usage of computers for blind character.
- Fix NPCs talking to deaf player.
- Fix line slopes and adjust projectile attacks.
- Remove morale penalty after washing if filthy item was worn whilst washing it.
- Fix items from previous saves not having any charges even when counted by charges.
- Ask only once per dangerous tile to enter.
- Fix safe mode trigger distance.
- Fix an active item processing crash.
- Never give new characters unusable food or clothing (part 1).
- Dirty transparency cache when removing opaque parts from vehicles.
- Remove grab when target is destroyed.
- Stash linkages in the gun like we do casings.
- Prevent projectiles generated by Electromagnetic Unit CBM from hitting the player.
- Rad-immune player is now protected from zombie scientist's radiation beam.
- Vehicles shouldn't collide with hallucinations.
- Avoid city only scenarios in random character generation when city size is 0.
- Hallucinations don't reset limb healing.
- Fix saving character templates.
- Fix for schizophrenic NPCs effecting players.
- Stop NPCs from leaving the vehicle due to smoke while in vehicle.
- Remove CARGO items from destroyed vehicle parts.
- Test and fix zapback.
- Prevents character from waking up from lack of fatigue or noise while under the effect of narcosis.
- Fix placement of overmap specials with city size 0.
- Limit consoles and cardreaders to only affect within their overmap tile.
- Fix connections in ant tunnels.
- Fixed stuck movement after holding numpad keys in SDL version.
- Fix crash when NPC tries to take off and drop items where he can't when asked to wear something.
- Fix display of isolated linear tiles.
- Fix for excessive overheating from fire sources.
- Fix creatures being able to see you through cameras and mirrors.
- Remove explosion effect from small arms ammo put into fire.
- Fix crash/weird behavior when handling items while over-encumbered/
- Fixes the autoattack range for HAS_REACH weapons when the gameworld is circular.
- Fix drinking from 'aluminum can' segfault.
- Fix crash with no audio device.
- Fixes creatures not setting off traps or falling z-levels after being flung.
- Fix crash when resizing window during character creation.
- Fix overmap special exhaustion when placing mandatory specials.
- Prevents players from inheriting each other's deafness.
- Fix for melee sound related crashes.
- Disable recharging vehicle batteries from handheld batteries.
- fix for crash to desktop when player tries to remove charcoal or food from smoking rack
- Fix throwing stacks of items.
- Fix wrong tripoint usage for temperature calculations.
- Make trying to sleep into an activity.
- Fix items going spoiled while crafting.
- Sort out of spilled liquid infinite loop fix.
- The internal furnace can only consume itens up to a maximum mass and volume.
- Fix vehicle part install CTD.
- Recalculate morale after washing filthy worn items.
- Avoid invlet clashes on worn items.
- Prefer dropping items into vehicle cargo spaces where available in more situations.
- Fix traps ignoring monster armor.
- Vehicles: make the vehicle split code more robust and stop game crashes.
- Use maps on all zlevels so they actually reveal things.
- Fix crash when talking to ranch foreman about prospectus; Fix agricultural investment option not functioning.
- Consistent fireproof / firey monsters immunity to fire-related fields.
- Type cast for prevention of integer overflow with large volume containers like cargo containers.
- Bionics: connect cable charger systems to vehicles.
- Unloading plutonium from vehicles now gives the correct amount.
- NPC missions: clear the mission during the failure talk topic.
- Fixed crash related to unbound direction action.
- Reduce quarter-corpse butchering times to 1/4th of full corpse.
- Set max for item stack charges, container volume and cargo volume.
- Prevent heat induced vomiting until dead.
- Folding vehicles: improve collision test when unfolding.
- Fix item category names not updated when switching the language.
- Fixed lightmap-related crashes in MinGW 64-bit executables.
- Npc: NPCs on guard duty in a vehicle stay in the vehicle.
- Fixes isometric tile rendering.
- Npc: friendly NPCs only warn about hostile monsters.
- Fix bomb fragment placement with z-levels on.
- Fixes safemode custom rules when creating a new character.
- Melee: make sure aoe techniques don't access an array out of bounds.
- Fix aiming if target moves out of LOS.
- Improve terrain bashing with experimental z-levels.
- Allow turrets to shoot "over" the vehicle they are mounted on.
- Vehicles: show active, fueled engines or battery in sidebar fuel indicator.
- Hack around android joystick shifting bug.
- Restore NPC ability to target player.
- Deep bites now actually progress over time.
- Fixes errors in graphical builds without sound enabled.
- assure_dir_exist now creates parent directories recursively.
- Skip dodge and block techniques when looking for a normal technique.
- Fixed zombie necromancer was able to revive zombies pulped by a very hard hit.
- Fix aiming anywhere after player has moved.
- Applies radiation mitigation to all sources.
- Adds minireactor to electrical power calculation.
- Fixes gunmods that add non-auxiliary gun modes.
- Fix NPC weapon wielding turn cost.
- Fix monsters' special attack description not translated.
- Fix aiming via mouse click.
- Skinning animals smaller than Great Pyrenees now possible.
- Vehicles: don't let drag stop vehicles in active cruise control.
- No map extras in refugee center (for now).
- Greater search range for refugee camp bandit missions.
- Allows vehicles with a seed-drill to plant seeds
- Fixed time cost for auto-mining.
- Fix crash related to null pointer in creature tracker.
- Make fire extinguishers work again.
- Fix ASCII fallback for corpses.
- vehicles: improve split logic.
- Game: adjust vehicle driving offset based on the new speeds.
- Unloading ammunition belt can be interrupted.
- Fix HP not being recalculated during chargen.
- Restore ability to use recipes from eink tablet.
- Made Mycus Fireproofing and Mycogenesis consistent, and they will no longer prevent your clothes from burning.
- Correct several uses of distance metrics.
- basecamp: retrieve companions sent to do expansion crafting.
- Fix wall connectedness on tiles builds with tiles disabled.
- Vehicles: only sink vehicles in deep water.
- Prevent NPC duplications when climbing stairs and colliding with a monster.
- Prevent zone activities from working across z-levels.
- Fix lighting of exterior walls by player-held light sources at night.
- Move control laptop time investment to be before hacking attempt.
- Respect `looks_like` for memorized tiles.
- Disallow pseudo items in crafting component selection.
- Fix calculation of chance to persuade NPCs to train.
- Npc: fix NPC followers not closing doors.
- Serialize recipe charges.
- Fixed NPC dialog around lying and succeeding at missions.
- More mall background tiles will match floor.
- Stop people from randomly mutating new hair styles.
- Silence error message when monster AI traverses an off-map vehicle.
- Fix handling of NPC passenger removal.
- Fix check for available wheels when changing tires.
- Disallow washing in the dark.
Performance
- Optimized mapgen when generating homogeneous tiles (empty air or all rock).
- Shadowcasting optimizations for ~10% performance speedup.
- Fix memory leaks in cata_tiles.
- Switch from rand() to a simple mix/hash function for random tiles, also more speedup.
- JSON optimization: removed many default values.
- Remove effective no-op in player::fire_gun.
- Cache morale level and speed up its computation.
- Update reload times.
- Cache some of the pathfinding data.
- Draw border enhancement.
- Hugely speed up crafting GUI.
- Fix the inventory UI slowdown.
- Allow SDL redraws during sleep or when FORCE_REDRAW triggers.
- Spam fewer popups while saving submaps.
- Improve performance of damage calculation.
- Defer autopickup item lookups until first use.
- Cache item types for inventory; huge crafting GUI speedup.
- Speed up vehicle::is_broken, use it a bit less.
- Speed up some slow sections of monster code.
- Optimize saved monstergroups to decrease save size.
- Faster drawing of empty spaces in tiles build.
- Skip drawing spaces in winconsole builds.
- Performance improvement for mega vehicles with many turrets.
- Faster inventory menus.
- Fix weather data performance impact.
- Implement deferred color loading.
- Losslessly compress all tiles.
- Don't store translated material attributes.
- Streamline effect processing on addition.
- Speed up cache generation in z-level mode.
- Fix decreased performance of software rendering.
- Remove defensive redraw, add wrefresh where needed.
- Cache values in season_of_year and reuse on same turn.
- Remove unneeded SDL_RenderSetLogicalSize.
- Use map::points_in_radius instead of manual iterating.
- Reduce Submap constant memory requirements of Cosmetic strings.
- Reduce memory consumption for soundpacks.
- Fix lag due to copying player objects.
- Encode mapbuffer terrain data using RLE scheme for smaller save files.
- Faster item layer computation.
- Improve performance of encumbrance calculations.
- Lazily load sound effects as they are encountered instead of at application startup unless explicitly preloaded.
- Faster color name lookup.
- Remove recursive call from open_or_close().
- Performance boost for SDL drawing using color modulated textures.
- Improve sorting large numbers of items into zones.
- Optimize inbounds check and reactor lookup.
- Large optimizations to dynamic lighting via a fast exp approximation.
Infrastructure
- Allow multifunctions containing both iuse_actor and cpp iuse_method.
- Overhauled mapgen to allow more flexible specification of map features.
- Better help menu for command line invocation.
- Moved mutation definitions to json.
- 3D map infrastructure.
- Move NPC dialog to json.
- Use lightmap consistently in both curses and tiles.
- More flexible menu filtering system.
- Moved special tool items to json.
- Moved vehicle spawns to json.
- Methods to transform buildings after generation, i.e. to make them looted or barricaded.
- Cleanup and extension of sound system.
- Unified bullet disassembly handling.
- Overmap saves moved to json.
- Removed a lot of redundant default json entries.
- Allowed arbitrary items to have artifact properties.
- Migrated worldoptions, autopickup to json.
- Add separate flag for electronic systems control.
- Added zombie movement unit tests.
- Put the crafting gui code into it's own module.
- Add method to check if item can holster another.
- Apartment Tower JSONification.
- Add soundpack support.
- Added example jq scripts for JSON parsing.
- Wrap up _("translated weight units") to the dedicated function.
- Re-seed RNG after choosing tiles.
- 8-way rotation of some ascii line drawing characters for vehicles.
- Automatically rotate movement in isometric mode.
- Fix weighted list RNG on platforms with a different RAND_MAX value.
- Add function for temperature conversion (from F to C).
- Use wchar_t for all potentially-wide-character handling.
- New road mapgen to replace mapgen_road_*()
- Jsonized monster attacks.
- Factor out drawing primitive algorithms to a separate module.
- Remove hardcoded moves cost when unloading from containers.
- Weather Reader reworked.
- Adds Prying quality, adds helper functions for quality checks.
- Better NPC complaints.
- Implements magazine wells.
- Customizable bite attacks.
- Add inheritance, strict and bounds-checking to MONSTER.
- Allergy flags instead of allergy materials.
- Move turret monattacks to a json actor.
- Vehicle weight cached, more realistic.
- Implement Lua wrapper to store and use either value or reference objects in Lua.
- Create Blank Building Template.txt
- Comestibles support inheritance.
- Add lifting and jacking requirements to vehicle modification.
- Extend 'generic_factory' + aliases + use the factory to manage terrain objects.
- Add compiler LTO support.
- Use center_print() function in appropriate places.
- Use trim_and_print() instead of locally introduced function trim_to().
- Display NPC needs in debug menu for AI development.
- Implement string id for tool qualities.
- Support inheritance for vehicle parts.
- Augment and use map::water_from() to handle crafting requirements.
- Move the scent map into a dedicated class.
- Convert manual memory management to automatic using unique_ptr.
- Make NPC class id a string_id.
- Convert lab_notes and hints to use the snippet system.
- Item burning code rewrite, exploding magazines.
- Jsonize NPC class stat bonuses.
- Spot checker for FoV scenarios.
- JSONize NPC talk tags.
- Wrap file reading into utility functions.
- Units wrapper class for volume.
- Specify vehicle part repair requirements in JSON.
- Adding a call to add per-minute LUA callback.
- Move mission dialogue to json.
- Add inheritance support to generic factory.
- Better handling of item templates.
- Move crafting rig definitions to JSON.
- Split engine load in to electrical and propulsion.
- Fuel efficiency tests with targets.
- Jsonize mutation hunger, thirst and fatigue rates.
- Rewrite trap loading to use generic_factory.
- Encapsulate the WINDOW pointer in class game in unique_ptr.
- Add char_validity_check unit-test.
- Use dedicated type for mass/weight values.
- Use get_files_from_path instead of platform dependent code.
- Implement and use a copy_file function.
- Added ability for mutations to spawn items via JSON.
- Added the ability to load mods from user_dir/mods.
- Add wrapper function for finding suitable points for mapgen.
- Display float options in the correct decimal format.
- Ranged balance unit test.
- Use a wider type for symbols.
- Json formatter.
- Jsonize mutation armor.
- Mapgen palettes.
- Changed recipes to use filament group.
- Use variadic template functions instead of plain C-like variadic function arguments.
- Move class map_item_stack into separate header and source files.
- Load only base_colors file when it is available.
- Switch OS X locale detection to CoreFoundation.
- Normalize colors for alternate map keys.
- Implement time_point and time_duration classes.
- Extract events system to separate class.
- Added morale editor to debug menu.
- Add CodeTriage badge to cleverraven/cataclysm-dda.
- Compress Basic menu sound effects to Ogg Vorbis.
- Unhardcoded NPC destinations (using overmap locations)
- Improving modding support via adding ability to load game options directly from JSON.
- Add a class to encapsulate references to a specific vehicle part.
- Max player stamina moved to JSON.
- Added FRAGILE_MELEE flag to represent fragile melee weapons.
- Unicode support for SCT.
- Update vehicleDef.py to produce better vehicle templates.
- Move fuel and engine parameters to JSON.
- Added pull request template.
- Adds the Debug Bionic Power trait.
- Fix flaky explosion regression test.
- Detect unexpected mutation failure in the mutation unit test.
- Jsonize large swaths of NPC dialogue.
- Enhance generation of forest tiles with terrain-dependent furniture and forest composition attributes.
- Conversion of nutrition to calories (kcal).
- Allow constructions to spawn byproduct items.
- Implement proper vehicle part iterator and range.
- Add script to generate Changelog from SUMMARY lines in Pull Requests.
- Make input timeout context-specific.
- Npctalk to JSON: Move most NPC dialog to JSON.
- Properly implement time duration string alignment.
- made_of_any(materials) for creature.
- Add the option to create Changelogs grouped by Build to generate_changelog.py
- Add support for deferral of player movement, use it to fix two bugs.
- Load time duration from string (containing units).
- Converts monster size to weight and volume.
- Replace usage of sentinel tripoint_min with cata::optional.
- Add more functions to vpart_position and vpart_reference
- Better clarity in item description code.
- Clean up handling of vehicle power to always use watts.
- Add error reporting to many calls of SDL function.
- Do not ask for retarget when opening projects in Visual Studio.
- Print the Cataclysm version number in the debug log.
- Fix foldstring ignoring multiple linebreaks
- Make point and tripoint literal so they can be used in constexpr contexts.
- POSIX backtraces now work for installed binaries and position-independent executables.
- Improved CI infrastructure error handling.
- Allow explicit specification of overmap special connection type.
- Find or create overmap special after overmap generation.
- Basecamp, faction camp: start merging faction camps into basecamps.
- Better statistics in tests.
- Upgrade tests to Catch2 2.5.0.
- Show debug logs during tests.
- Missions: autoset monster_kill_goal for KILL_TYPE and KILL_SPEC.
- Missions: Move some start functions into JSON.
- Add tracking of overmap special for placed terrain.
- Faction camps: consolidate and clean up farm code.
- Basecamp: try to regularize mission starts and mission returns.
- Unhardcoded comfort, warmth and feet fire bonus values for furniture.
- Reorganize NPC backstories into their own folder.
- Enable JSONized placement of overmap specials at mission start.
- Split sound functionality out of sdltiles.cpp into its own file.
- Split comestibles.json into many files.
- NPC expertise infrastructure.
- Changed butchery to use JSON for drops, for all butchery actions.
- Show test times in CI results.
- Add tool qualities to the game for later use in scientific tools.
- Replace tag_colored_string with colorize.
- Run tests for CMake CI build.
- Simpler test randomness seeding.
- Enable functional boats phase.
- Npctalk: add more conditions and dynamic line options.
- Npc: remove hardcoded mutation modifiers to opinions and use JSON values
- Adds not-quite implemented basic analytical tools for chemistry.
- Fix city districts and increase default size.
- Npctalk: add u_sell_item effect.
- Npctalk: add a simple pseudo-switch for responses.
- Fix NPC class loadout selection.
- Npctalk: add mutation threshold flags, static and starting NPC traits, and a basecamp count.
- Document units for power and energy_consumption.
- Replaced hardcoded terrain list with checking of terrain flag.
- Change within_visual_range function to reflect usage.
- Allow more specific control over tests run in CI.
- Improves structure of background stories to prepare for other types of inquiry.
- Improvements to player_activity regarding distractions.
- Npctalk: add true/false responses and CONDITION trials to JSON.
- Allow flag-based blacklisting and whitelisting of overmap locations on a per-region basis.
- Npctalk: add a bunch of new options to JSON.
- Rationalize Visual Studio compatibility code.
- Mutation loading now uses generic_factory.
- Make route_adjacent available to all activity handlers.
- Moved wind generation variables to regional_map_settings.json.
- Npctalk: move NPC needs to JSON.
- Npctalk: move NPC follower AI rules to JSON.
- Npctalk: move almost all dialogue into JSON.
- JSONnizing CBM slot feature.
- Land Use Codes infrastructure.
- Moves allergen handling vitamin absorption to JSON.
- Refactor advanced inventory item movement to use activities.
Build
- Support for finding alternate versions of build tools.
- Lots of forward declaration and #include cleanup to speed up compilation.
- Addition of many unit tests.
- string_id, a typesafe and efficient wrapper for string identifiers.
- Makefile supports various standard environment values.
- Add dmg distribution target to makefile.
- Tiles support on OpenBSD.
- Add an easy makefile option to compile every localization file.
- Set -mmacosx-version-min to 10.7 using clang.
- JSON regression check.
- Throw exception on debugmsg in unit tests.
- Bump minimum supported compiler versions.
- Use ar from cross-compiler's toolchain.
- OS X. Support building .dmg packages for curses version.
- Makefile: add USE_LIBCXX flag
- Fix bundling liblua on OS X
- Fix OS X launcher script.
- Fix for old clang versions that don't like empty initializers.
- Disable C4146 error in MSVC
- Add mod support to unit tests.
- A workaround to avoid a suspected MSVC code compilation issue.
- Fixed clang crash on OS X.
- Attempt to recover from no git in CodeBlocks project.
- Graceful migration of legacy savegames.
- Handle obsolete items in mods.
- Fix ARM compilation issue.
- Update CATCH to v1.5.8
- Support loading worlds from CLI.
- Always require RFC 4627 compliant JSON.
- Include numeric to fix OSX compile.
- Add a switch to retain debug symbols for profiling.
- Update MXE ICE workaround to blacklist anything targetting x86_64-w64-mingw32.static
- Don't keep _GLIBCXX_DEBUG when DEBUG_SYMBOLS is set.
- Allow installation in a path with whitespaces.
- Add a compile mode that checks for printf format errors.
- Fix Makefile not respecting 'FRAMEWORKSDIR' exported to environment.
- Bionics regression test, currently "item consuming" ones only.
- Add explicit instantiation of string_id::NULL_ID to make clang happy.
- Enable unit tests in Travis builds.
- Enable coveralls support.
- Add man pages for cataclysm and cataclysm-tiles.
- Add files recommended for UNIX desktops.
- Streamline the color loading from JSON in SDL and Windows console builds.
- Add MXE compilation and Wine testing to .travis.yml
- Fixed compile problem in VS.
- Add codecov.io to .travis.yml
- Allow use of Clang through MinGW.
- Fixed makefile to use pkg-config instead of ncurses5-config.
- Fix the OSX cross-compile.
- Put 'gold' really in use when linking.
- Add equality operator to tripoint_range.
- Add gcc 7 and 8 to build matrix.
- Snapcraft Build recipe added.
- Fix compiler errors on clang-7.0.0-svn
- Sort object files to link them in reproducible order.
- Update .desktop and appdata files in data/xdg.
- Add Dockerfile for building and experimenting on Debian.
- SDL windows: allow HDPI displays
- Makefile updates for MSYS2.
- Properly work-around broken SDL 2.0.5 key events on Linux.
- Debug stack trace & crash handler for Windows.
- Add PR validator to ensure use of a summary line.
- Android build standup.
- Add unit test for NPC movement fixes.
- Fixed Android build regression.
- Change MSVC configs to build test executable.
- Faster builds with CMake.
- Vehicle power test: make it more consistent.
- Visual Studio solution with vcpkg support.
- Use travis build stages.
- Run tests under AddressSanitizer in Travis CI.
- Sort generated lua bindings source file to allow reproducible builds.
- Adding astyle to deb/ubuntu packages.
- Automate changelog generation.
- Add macOS to travis-ci builds.
- Added VS solution to build statically linked executable using vcpkg.
I18N and A11Y
- Localizable HP bars.
- Implement printing aim accuracy as numbers.
- Textual vehicle facing indicator.
- Translatable moon phase.
- Fix of untranslated (sub)category in crafting gui.
- Dont' dynamically initialize using gettext.
- Make vitamin and fault and mod targets translatable.
- Fixed terrain name translation.
- UI improvements (for easier translation).
- Allow Unicode strings as item symbols.
- Add comment for translators about mutation UI.
- Add Chinese main menu ASCII art.
- Allow json_flags to be translated.
- Display localized "Really quit?" string in main menu.
- Fully handle language changes.
- Install only specified translations for curses version.
- Extract text field of morale_type for translation.
- Fix refugee center NPCs' unlocalized names and occupations.
- I18N-ize action menu entries.
- Ensure consistent string order in translation template.
- Fix interference effect of radio messages in localized version.
- Add Polish language.
- Better docs for translators.
- Add 'translate_marker' macro for xgettext to extract strings for translation.
- Windows language detection and selection.
- Load names when the language settings change.
- Display l10nized tab names when creating new world.
- Link against ncursesw if L10N enabled.
- Make user-facing error messages translatable.
- Many, Many new strings and menus are translatable.
- Provide context for translating strings of monster abilities.
- Allowed recoil level to be translated.