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0.B (Brin) is a version of Cataclysm that was released on November 17, 2014. | 0.B (Brin) is a version of Cataclysm that was released on November 17, 2014. | ||
== Downloads == | == Downloads == | ||
[ | [https://discourse.cataclysmdda.org/t/cataclysm-dark-days-ahead-version-0-b-brin-released-now-with-mac-builds/7916 Release Thread] | ||
== Change Log == | == Change Log == | ||
===Highlights=== | ===Highlights=== |
Revision as of 22:15, 15 November 2017
0.B (Brin) is a version of Cataclysm that was released on November 17, 2014.
Downloads
Change Log
Highlights
- You want speed? We brought the speed.
- You want more buildings? We have more buildings.
- More configurable difficulty? got it.
- Better menus? Way better menus.
- Mutation chains to explore? Tons of em.
- More guns? yep.
- More things to bolt on your deathmobile?
- All over the place.
Features
- Random characters have professions applied.
- Brewing.
- Wearable tools.
- Martial arts techniques can trigger when wielding appropriate weapons.
- Wing mirrors for vehicles.
- Prototype hordes.
- Adjust zombie speed with mods.
- Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all.
- You can dig down stairs with proper equipment.
- Scabbards, holsters and sheathable weapons.
- At high skills you can quick draw/attack with weapons.
- Fish spawn as distinct creatures, and they're used for fishing checks.
- Quivers for arrows.
- Furniture can act as a tool.
- Corpses rot and eventually disappear.
- Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties.
- Destroyed vehicle parts get ripped off the vehicle.
- Player can start at various locations.
- Special support for mapsharing installs:
- lock down debug menu
- lock players to their username
- more configurable file placement
- locks around map files
- Language switch is dynamic now.
- Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload.
- Internal furnace and Battery System CBMs are toggleable so you're less likely to eat random objects by accident.
- Spending more time near traps has incremental chance of finding them, spotted traps are remembered.
- Thrown items above a trap-defined threshold will trigger traps.
- You can now peek through curtains and some doors.
- Smashing a broken window again clears out the broken glass (relatively quietly).
- Autopickup can get at anything you can reach, i.e. adjacent tiles.
- Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base.
- Contents of books are unknown until first read (which is faster than usual).
- Can craft recipes if you have a book in range that provides it.
- Can learn recipes by practicing them.
- Roof of the vehicle you're currently in is not drawn.
- Faction hostility is back.
- Kiln operates without player being nearby.
- Radio operated items.
- Switched to seed-based weather generation.
- Options are only displayed when they are applicable to your build.
- Can perform unspeakable acts upon zombies to turn them into your packmule slave thing.
- Messages give feedback on melee misses.
- Foraging is seasonal, fruits will grow each season, but once picked are gone until the next.
- Pet menu to interact with friendly monsters.
- Starting scenarios stitch together profession, traits, and starting location.
- Picking up and dropping multiple items is now an interruptable activity.
- Activatable mutations.
- Heavily moddable gun platform.
- Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up.
- Factored windchill and humidity into body temperature calculations.
- Vehicles smash items when they (wheels) run over them.
- Refined vehicle/terrain collisions.
- Hulks and Brutes now have a very damaging fling attack.
- Jumper cables can be used to link together electrical systems of vehicles, including vehicles outside the reality bubble.
- Crafting a large batch of items can apply a discount to the crafting time required.
- Overhaul of "cut up" system:
- Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun).
- Cutting up returns items from each material that makes up the item.
- Cuting up most items should respect the total volume of the item.
- Most terrain can be smashed now, if you can hit it hard enough.
- Can turn individual vehicle engines on and off.
- Filling an item with water from e.g. a river is now an interruptable action.
Infrastructure
- Switched to SDL 2.0.
- Made paths configurable for packaging and installation support.
- Finished pushing martial art definitions out to json.
- JSONized multi-tile building generation, leading to huger buildings.
- Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever.
- Silenced all the warnings, now it's easier to keep new ones from cropping up.
- Lots of string handling infrastructure, making translated string handling easier.
- Missing tiles in tilesets can fall back to ASCII.
- Saner glyph cache handling.
- Components used to craft an item are stored in the item.
- Debug overlay for hordes.
- Improved window handling.
- Generic iuse functors unify many types of iuse functions.
- JSONized bullet pulling recipes.
- Generic support for foldable vehicles, still need support for *crafting* them.
- Encapsulation applied to map accessors.
- JSONized monster drops.
- Damaged fuel tanks leak fuel on the ground.
- Most menus use input context now, and therefore have configurable keybindings.
- Switched build to c++11.
- Items can have a list of iuse methods instead of just one.
- Drug effects can mostly be defined in JSON.
- Scripts for querying json in tools_json_tools.
- Beefed up utf-8 input handling.
- JSONized NPC definitions.
- Unified recipe requirements across constructions and crafting.
- Better error handling when initializing SDL.
- Recipes can have byproducts.
- Added a standalone map layout utility.
- Monsters are saved to the overmap instead of per-submap, clearing the way for horde support.
- Hgamelaunch start script.
- Items can spawn with variable amounts of charge.
- Monster blacklists are applied consistently to all spawn code.
- Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types.
- Obsolete mods can be marked as such, preventing debug spam if a save containing them is loaded.
Balance
- Give most starting professions decent starting equipment.
- Nether spawns near corpse spawns.
- Capped skill gain from many activities, especially crafting.
- Melee weapons can take wear and tear damage based on their primary material.
- Categorized CBMs you can get from butchering things.
- BEES!
- Armor values nerfed.
- Mutagen spawn rates slashed.
- Overhauled mp3 player morale bonus to make micromanagement of it suboptimal.
- Amount of damage blocked by a block technique based on strength and skill of blocker.
- Removed acid rain until it can be made into a local event.
- Nerfed speed of many zombie animals.
- Starting professions supplied with cold-weather gear to match the expected climate.
- Standing in a fire less likely to ignite clothes.
- Lying in fire (when one or more legs is at 0HP) causes MUCH more damage.
Content
- New monster, Wraith.
- Hops, barley, and molasses as brewing ingredients.
- Yeast for fermenting brews and baking some bread foods.
- Sugar beet as a renewable source of sugar.
- Fruit wine and Brandy.
- Moonshine and home-brewed beer.
- Grappling hook.
- Many new house layouts.
- Wells and well digging.
- CQB CBM that provides martial art style.
- Warehouse building.
- Decorative terrain and furniture.
- Parasites and diseases from unsafe foods.
- Curtains for vehicle doors and windshields, privacy please!
- Foraging (in bushes, shrubs, trees).
- Towel usable for many handy things (still not at HHGttG level).
- hehe, honey.
- Wearable rx12 auto-injector.
- E-cigs
- Motel locations.
- Slime mutants can slip through tight spaces, spawn friendly slimes.
- Some insect-like mutants can sip nectar from flowers (but at a cost...)
- Mutagen gives you wings! (butterfly wings)
- Bird mutations.
- Zoose
- Killed bots drop (disassemblable) broken bot items instead of corpses.
- Bear mutations.
- Bio operator zombie.
- Spider nest basements.
- Nice looking road ends and roundabouts.
- Exploding gasbag zombies.
- Pizza parlor building.
- Wheelchairs.
- Notes left by other survivors scattered all over.
- Brain blob directs nearby blobs to move intelligently.
- Mall location.
- Several toolbox items to streamline carrying around your crafting needfulls.
- Cotton and many cotton-based recipes and items.
- Plant mutations.
- Audit of all item prices to try and get a sensical baseline for them.
- Supercharged military turrets.
- Make Fedora activatable, m'ilady.
- Road barricades.
- Necropolis.
- Rollerblades and skates.
- Evac center and piles of NPCs and missions.
- Bandit camps.
- RC car and remote-detonated bombs, and a remote controlled lamp.
- Automated gas stations.
- Boats.
- E-ink tablet and laptops can display recipes and act like books.
- Can take pictures of monsters and view them on laptops or tablets.
- Fish traps.
- A "Thrilling" monster easter egg.
- Riot control bot.
- Extensive mutation chain culminating with player effectively joining the Marloss faction.
- Extensive expansion of Marloss monsters/structures.
- Various power substations, with new monsters.
- Diesel added as a vehicle fuel.
- Added craftable pontoon bridges.
- Rat mutants can burrow, Cephalopod mutants can grow a large shell, lizards can regrow limbs.
- Many new starting locations.
- Curing hides and tanning leather.
- Full coverage of tiles in Retrodays and MShock's tilesets!
Inferface
- Expanded armor layering window.
- Added way to swap panes in AIM.
- Animation and duration for smoking activity.
- Action menu that displays all actions in a tree menu.
- Highlight things you can interact with when 'e'xamining.
- Many strings are properly pluralized and have support for doing so when translated as well.
- Standardized overmap building colors.
- Vehicle examine menu shows used/capacity of fuel tanks and cargo space.
- SDL builds can play music.
- Log messages colorized.
- Books colorized by category.
- Different weather types get their own animations.
- Save/load log messages.
- Fuzzy river borders.
- Scrolling text animations when things are damaged and on some effects triggering.
- Lots of menus now have sorting, categories, and search.
- Animation delay option.
- Player can write and read sign items.
- Added a menu displaying martial art style characteristics.
- Perishable and rotting items colorized.
- UPS no longer activatable, now act as passive batteries.
- Prompt to continue studying a book until all recipes learned.
Performance
- Greatly sped up construction menu.
- Overmap scrolling speed greatly improved.
- Turn number added to calendar since it's called a gajillion times.
- Switched a lot of large collections to use std::unordered_map() or std::unordered_set().
- SDL framebuffer cache.
- Extracted rain animation code from main drawing code.
- Tile lookup speedups.
Bugfixes
- No bleeding effect if your armor absorbs all the damage.
- Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions.
- Prevent dragging furniture from hoovering up items.
- Option to force software rendering to work around hardware support issues.
- Players are ejected from vehicles when their seats are destroyed.
- Contents of items destroyed by interacting with them are dumped instead of being deleted.
- Restored function of area melee attacks.
- Made various battery mods play nice together.
- Prevent segfault in the unlikely case that you miss so badly that you shoot yourself.
- Don't cause blood spatters when the attack does no damage.
- Avoid crashing when loading a corrupted submap.
- Avoid resetting creature speed to 100 when a creature is saved/loaded.
- Option to disable joystick input in case you have a broken joystick.
- Always practice at least one of the melee skill types when attacking.
- Fixed off-by-one error that made 100% coverage armor 99% coverage.
- Move critical multiplier calculaton after armor absorbs damage.
- Added move cost for interacting with computers.
- Use maximum heard sound for effects (such as deafness), not the sum.
- Player graveyard works as intended, most recent player save is moved to the graveyard folder.
- Factored weight of items in furniture into cost of dragging the furniture.
- Gunmods with firing modes finally make correct sounds when fired.
- Guns spawn with ammo when mapgen calls for it.
- Fixed longstanding bug where displayed warmth would fluctuate wildly if your body temperature was optimal.
- Prevent player from taking damage when driving over an acid puddle.
- Taught zombies how to pick the right stairs.
- Fixed bug where zombies can attack at range after a knockback.
- Lots of window refresh cleanup.
- Turrets and vehicle turrets now respect friendly status when burst firing.
- Fixed a bug where monsters could see further than they should in circular distance mode (they still used square dist).