0.5: Difference between revisions
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== Downloads == | == Downloads == | ||
[ | [https://discourse.cataclysmdda.org/t/cataclysm-dda-0-5-released/1210 Release Thread] | ||
== Change Log == | == Change Log == |
Revision as of 22:19, 15 November 2017
0.5 is a version of Cataclysm that was released on 2013 May 14.
Downloads
Change Log
Highlights
- Many new details added to mapgen! New buildings, ruined vehicles on roads, and so on.
- Much more modding-friendly: MANY bits of data have been moved into data files, rather than being hardcoded in the source.
- A handful of recipes can be learned from sources other than just leveling your skills.
- Artifacts should save/load properly now!
- Assorted UI tweaks and improvements.
- Weather radio and directional antenna.
- Rain funnels - first step towards proper rain barrels.
- Robust Genetics and dodging have both been significantly rebalanced, and should actually be useful.
- Zombies wear damaged clothing.
- Tailoring is more important, and string is easier to acquire.
- New content all around!
- Numerous bugfixes.
Full list
- Matches usable anywhere lighters could be used previously.
- Draw lit areas outside of LOS and normal sight radius the same as unlit areas
- Tell the player when their gear is damaged in combat
- Display player feat morale boosts
- Pickling/canning
- Only rust skill if X turns have passed since practice, not every x turns.
- Halve rate of skill rust across the board.
- Push crafting recipes out to JSON - now moddable without recompiling!
- Acid rain causes pain not injury
- Changed default viewmorale key to v
- Learn crafting recipes from item disassembly or books.
- New Hardcore trait
- Other new traits: Skilled Liar, Pretty, Beautiful, Very Beautiful, Glorius (cancels truth-teller, ugly mutations)
- Set minimum move to 25
- Death by starvation or thirst
- New professions: tailor, scoundrel
- Adjusted conditions for cutting and stabbing skill practice (should be able to practice piercing now)
- Code compiles with no warnings. No user-visible change, but important stability milestone.
- Added a craftable power armor power interface CBM, solar panels.
- Continuous reading.
- New mixed drinks
- A new book; "To Serve Man"
- Glowsticks, found in sporting goods stores and bedrooms.
- Broken and Empty windows can no longer be taped up, alarmed windows can.
- Palisade walls changed to require 2 6foot ropes rather than one thirty foot one.
- Domestic Windows drop strings now (Those are the kind that can be opened)
- String can be made from sinew and plant fibre.
- Added blankets, fur blankets (craft only), emergency blankets, sleeping bags, fur sleeping bags (craft only).
- Added house coat, snuggie, cloak, fur cloak (craft only), leather cloak (craft only).
- Added fur scarf, fur gloves, fur trenchcoat, fur pants, fur boots (all craft only).
- All tailoring items that use fur require survival as secondary skill.
- Added crafting recipes for bandana, blanket, house coat, cloak.
- Weather radio
- Radios are tuneable, so you can receive from more than one station without moving.
- New item that doubles battery capacity of tools, recipe learn from certain electronics books.
- Bugfix: reduced chance of "Tried to kill monster" debug s pam.
- Bugfix: reduced chance of "Stopping out-of-map vehicle" spam.
- Bugfix: can unload liquids into items wielded in hands (e.g., steel jerrycans).
- Bionics screen shows current and maximum power.
- Escape key usable to exit out of more menus.
- Multidrop screen continually updates to show new potential weight/volume.
- Bugfix: longbow should not end up loaded while in inventory, and can be fired if it does.
- Backpacks, messenger bags, etc. can be repaired via sewing kits.
- Add fire drill as a survivalcraft firestarter (trickier and slower than lighter/matches).
- Furry mutation provides warmth, Bark mutation protects from fire.
- Removed/reduced a lot of spam messages related to being hot or cold.
- Sleeping should be easier in the cold (decreased chances of waking up).
- Being too hot can now wake you up.
- Inreased the amount fo heat generated by the player while awake.
- Tweaked hunger and fatigue's contribution to body temperature.
- More traits and mutations have body temperature effects.
- Fix artifact saving and loading.
- Multiple building additions in town and in the countryside.
- Support for 2x2 and 3x3 buildings.
- Temporary fix to decrease the number of large structures with roads running through them.
- Items can only be set on fire if it would affect them (no more burning sheets infinitely).
- Looking around at items (with "V") has a few improvements.
- Soldering irons give heating elements when disassembled, tweak numbers for hotplates and water purifiers.
- Advanced inventory management screen, default keymap "/". Lets you interact with adjacent tiles.
- Roadmap is made of paper.
- Removed RV kitchen units from some spawn locations.
- Backend: made it much easier to define pre-built locations. Responsible for a lot of the new building types.
- Increased the quench value of clean water.
- Early-game survivalist stabbing weapon is now pointy stick. Wood spear is higher level.
- You can now read using torches and other items.
- Addictions can be configured explicitly in the professions file.
- Tweak crossbow trap drops.
- Made several UI screens smarter (resize to fit screen, esc can exit, etc.).
- Show nearby map notes on the minimap.
- Some item types can be defined from data files now! So far: misc/melee, armor, guns, ammo, tools, gun mods, books
- Glasses can be worn with power armor.
- Added several new constructions.
- Power use of integrated toolset has been rebalanced.
- Armor CBMs have had drawbacks removed.
- Rain coats can be made from plastic bags.
- Fursuits.
- Work to make NPCs less buggy.
- Nuclear missile fixes.
- Tweaked steel recycler behavior.
- Autosaves take into account the passage of real-world time.
- Placable funnel that collects some water while raining.
- Characters with the Android trait no longer get unimplemented bionics.
- Added several new options.
- NPC spawning is toggled with the in-game options menu rather than a text file hack.
- Added more wildlife (coyotes, cats, etc.).
- Robust Genetics trait heavily buffed.
- Change how overmap tile data is saved, to allow for more terrain types and buildings.
- Add high-capacity power storage CBM.
- Add some new magazines and entertainment books.
- Blisters no longer lower max HP (at least until the system is more fleshed out).
- Cannibal trait has been rebalanced, as well as morale effects of eating human flesh.
- Added cookbook for Italian recipes.
- Sewing now requires an adequate source of light.
- New health display for non-Self Aware characters, accurate to 1/10th max HP rather than 1/4th.
- Targeting window (when throwing/firing weapons) has been reorganized.
- Directional antennas!
- Gas pumps have been rebalanced (less fragile when filling vehicles, more fragile when filling containers).
- Added sling, slingshot, and associated ammunition.
- Gas stations can spawn next to highways.
- Large creatures are more likely to leave a corpse when taking high damage.
- Add flavor items with variable descriptions to the game (fliers and such).
- Some guns have range modifiers independent of their ammo. Buffed coilgun range.
- Add limb torsion ratchet bionic, generates power when moving.
- Desks don't spawn outside any more.
- The option to delete your world on character death actually works now!
- Tweaked projectile/glass interaction, stopped leaping monsters from phasing through windows.
- Debug menu changes.
- Made it possible to build indoor furniture in more situations.
- Updated readme, added contributing guidelines.
- Stopped small animals from suiciding, in many cases (e.g., broken windows and landmines).
- Add a few hats. No, not TF2-style.
- Artifacts will successfully save and load now!
- Adjusted monster spawning mechanics to reduce the chance of swarms of difficult zombies.
- Stop roads from going through buildings so often.
- Pits less awkward to board over (can use nearby items).
- Tweak glass bottle weight/volume.
- Allow for reading/sewing in the dark through mutations/CBM's with a speed penalty.
- Rewrote dodge abilities to have a noticeable impact.
- Mansion pools are considered indoors now.
- Tires can be changed with a wrench and a jack.
- Add game logic to handle recipes that take the same item as a component and a tool, and add UI to alert the player.
- Improve rendering in the main Windows port - animations should display better.
- Cave-ins cause damaging rubble to fall.
- Improve fuel guage display in the vehicle examination window.
- Overmap notes blink again.
- Space and tab should be available for keymaps.
- Hitting the "pause"/"skip turn" button will let you cancel reading, crafting, and other long-term actions.
- Special road spawns should not happen on bridges.
- Ruined vehicles spawn on roads.
- Zombies wear damaged clothing.
- Nighttime lights are visible from reasonable distances now.