Category:0.C (Cooper): Difference between revisions

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m (Mattamue moved page 0.C (Cooper) to Category:0.C (Cooper): Consolidating version link with category)
(So this should the exception for 0.C on the versions cat page.)
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0.C (Cooper) is a version of Cataclysm that was released on March 11, 2015.
{{:0.C (Cooper)}}
== Downloads ==
[http://smf.cataclysmdda.com/index.php?topic=9757.0 Release Thread]
== Change Log ==
===Highlights===
*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.
*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?
*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.
*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.
*Finally, for survivors with, shall we say, "well-stocked" bases, there are massive improvements to performance when there are many thousands of items nearby.


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

Revision as of 20:42, 4 August 2016

‹———— 0.D0.B ————›
0.C (Cooper) is a version of Cataclysm that was released on March 11, 2015.


For more information about this release see the 0.C (Cooper) page.