0.6 (Samedi): Difference between revisions
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== Downloads == | == Downloads == | ||
[ | [https://discourse.cataclysmdda.org/t/cataclysm-dda-0-6-samedi-released/1861 Release Thread] | ||
== Change Log == | == Change Log == |
Revision as of 22:19, 15 November 2017
0.6 (Samedi) is a version of Cataclysm that was released on 2013 June 22.
Downloads
Change Log
Highlights
- Zombies will revive after a time, if not butchered (or otherwise dealt with).
- The Android trait now behaves the way that the description indicates.
- Gasoline can be siphoned from vehicles. Requires a rubber hose for now - these are easier to acquire.
- Sewing requires materials other than thread - rags for cloth, leather patches for leather, kevlar bricks, plastic chunks.
- Leather/Kevlar/plastic/fur repair/reinforcement actually possible!
- Inventory management UI improvements, and a new screen to organize worn items.
- NPCs continue to be less buggy, but are still prone to crashes.
- Weapon firing code reworked a bit. UI improvements, and you should now be able to fire at anything within range.
- Reworked the armor/protection code.
- Reworked the learning system: replaced XP with Focus. See the relevant help text.
- Added a *bunch* of new multi-stage missions, for those who play with the shelter NPC turned on.
- Many new buildings (See full changelong list)
- Vehicle collision physics are now based on *actual* physics! Reduces collision insanity.
- Option to use triginometric distance instead of roguelike distance. In other words light, line of sight are circular instead of square.
- Zombie density in towns is based on nearby buildings instead of distance from town center.
- Higher-performance (on windows) SDL-based rendering as an optional build type.
- Movement on and around vehicles greatly streamlined.
- Sound indicator lets you know how much noise you're making.
- Turn cost indicator lets you know how long actions take.
- Overkilled monsters now spray gibs around instead of disapearing.
- Mostly remove limits on how many items fit in a tile of ground.
- As usual, many bugfixes.
Full list
- Purifier no longer removes traits available at chargen.
- Fix some calculations that wanted floating-point math, and were using integer math.
- Fix some vehicle collision craziness related to skids.
- Added zombie revival. Chance of unbutchered zombie corpses rezzing, once 6 hours have passed.
- Advanced inventory UI improvements/fixes.
- Dropping count-by-charge items (batteries, meds, etc.) into vehicles will cause restacking.
- Android trait always gives a power system bionic.
- Fix torso encumbrance display (it's smart about sign use now).
- Bitmask-based item flags no longer exist! Instead, we have string-based tags, that have no upper limit.
- Tweaked glowstick behavior - can no longer deactivate, and they have a dead state.
- Android trait should no longer give the player faulty bionics.
- Bolts moved to ammo category, like arrows.
- Added bone broth, and recipe.
- Adjust how Climate Control bionic works, make vehicles have functioning (magic!) AC.
- Added fuel siphoning using rubber hose.
- Appearance-improving mutations are now flagged as being good mutations.
- Welder charges are actually used during vehicle construction.
- Items will no longer become erroneously fitted, and item tags should not spread during map loading.
- Weather accounts for starting time properly.
- Containers can be unloaded again (they were bugged).
- Optimized scentmap updates, hopefully this speeds up certain activities.
- Pit-requiring constructions have pit digging as their first two stages, to make it more obvious what the prereqs are.
- Some menus (notably, inventory) can be navigated with arrow keys and enter.
- Allowing sewing of leather items, make sewing require rags/patches.
- Cooking rotten food does not make it magically fresh any more.
- Resolves an issue where destroying an item while tailoring would crash the game.
- New UI to sort clothing and automatically assign special characters to clothing (accessed via +)
- Footwear warmth values tweaked to be more flexible.
- Wool warmth is not reduced by rain.
- Sofas and armchairs help with sleeping.
- Temperature is less of an issue while sleeping.
- Warning messages for when the player is cold/hot while sleeping.
- Oversized clothing can be worn over anything (blankets, cloaks, etc).
- Sound interruptions can be categorically ignored while crafting, reading, etc.
- More improvements to the advanced inventory UI.
- Shrubs less difficult to smash.
- Upgraded versions of Fast Healer still give you bonuses while sleeping.
- Soldering iron recipe learnable via disassembly.
- Integrated toolset power usage normalized on a few recipes.
- Vehicle speed is now taken into account when throwing a character that exits a moving vehicle.
- Gasoline lanterns added to the game.
- Bifocal glasses added to the game.
- Tweak Windows (catacurse) colors.
- Correct window border color behavior under Windows.
- Add glass jars, make sauces spawn in them instead of in tin cans.
- Removed a couple NPC crash bugs.
- You can safely exit a vehicle moving less than 1 MPH.
- Fix a pair of drawing glitches related to the item pickup window.
- Remove the artificial delay when animating vehicle movement.
- Out-of-range enemies are still drawn when firing a weapon.
- Make it so that anything within range can be targeted with a ranged weapon.
- Disassembly recipe for vacuum sealer.
- Backspace no longer causes junk to be input during string entry.
- The overmap screen now lets you use "<" and ">" to view different z-levels.
- Reworked the armor/protection code.
- Fridges drop rubber hose instead of pipe when destroyed.
- Reworked the learning system: replaced XP with Focus. See the relevant help text.
- Autosave should save everything now, rather than a subset.
- Fix artifact saving/loading... again.
- Added new missions.
- Added cathedral to mapgen.
- Fixed flamethrowers.
- Add 40mm acid bomb shells.
- Moving furniture causes noise.
- Clothing damage descriptions now depend on the item's material.
- Gunmods now show "%" properly in the magazine size line.
- Add bicycle seats: low-mass seats that can't take a seatbelt.
- Vehicle collision physics are now based on *actual* physics! Reduces collision insanity.
- Foraging gives survival experience, even on failure.
- Disassembling ammo gives firearms experience.
- Ball bearings should hopefully drop now.
- Added headlights to a few more default vehicles.
- Lab coats can be fitted.
- Items in adjacent containers (fridges, lockers, etc.) visible with 'V' screen.
- Players can no longer examine sealed crates to see their contents.
- Funnels give acid water during acid rain :).
- Acid water (after refinement) now an alternate ingredient for acid bombs.
- Corrected a few item name typos.
- Cleaned up generation of a particular (spiral-y) underground room.
- More temperature tweaks.
- Being hot makes you MORE thirsty, not less.
- Reworked item unloading and reloading a bit to remove bugs.
- Flatbed trucks now have rear windows.
- Electric cars added as potential vehicle spawns.
- Fix some bugs related to known overmap data and leaking the state to other characters.
- Effects of current stats are shown on the '@' screen.
- Materials obtained from clothing depend on the clothing's damage level.
- Fixed some lab mapgen bugs.
- Mansions got a little love.
- Having too little intelligence for a book is more of a penalty.
- Vehicle headlight state is persistent after save-load.
- Being hot no longer increases thirst by an unreasonable amount
- Minor : temp_conv and dis.intensity are saved, fixing strange on-load inconsistencies
- Minor : Diseases that affect speed no longer overwrite eachother in the @ menu
- Clothing with pockets provides a bonus to hand warmth when not wielding a weapon.
- New large building with basement: Prison
- Basement level for hazardous waste sarcophagus.
- New building with basement: musterious cabin.
- Display recent log messages on player death.
- Radiation exposure is now more dangerous
- Mutations from radiation can be disabled.
- Mutation categories now more dominant.
- Added themed mutagens with recipes.
- New medical items.
- Bundle of plastic bags item for stowing bags.
- Rebalance chance of cutting weapons getting stuck, much less likely now.
- Smashing corpses prevents them from reviving.
- Burning corpses prevents them from reviving.
- Stopped players from leaving slime trails or webs while in a vehicle.
- Made vitamins have an effect again.
- Made multiple gasoline tanks drain properly.
- Added tiny pain effect to Acid Drizzle, raincoats now offer a bit of protection to acid rain/drizzle.
- Advanced inv: "e" pulls up inventory item menu. Help window displays feedback messages for actions taken. "?" toggles between help and msg viewer.
- Eliminate radiation dosage saturation, halving dosage rate to compensate. (radiation is slower, but more implacable)
- Fitting screen now shows storage and encumbrance in item columns.
- Added leather vest item and crafting recipe.
- avoid use of pow() in distance calculation, speeding them up an order of magnitude.
- Make blood filter remove all other drug based diseases.
- Make blood analysis detect all drugs.
- Behold, sharpie markers.
- Display actual keymapping instead of default one in most help text.
- Stopped bleeding, bites, and poison from applying when stopped by armor.
- Safely hop from slow-moving vehicles, get hurt from quick ones.
- Multidrop screen now shows a summary of what is about to be dropped.
- Sort inventory by item charges, use low-charge items first.
- Option to auto-save before sleep.
- Lava burns things and can be used for crafting.
- Multiple fixes to burst-fire targeting.
- Prevent turrets from shooting themselves.
- Prevent friendly turrets from trying to shoot through the player.
- Brasas catcher item to catch your brass for recrafting.
- More power armor variants.
- Make movement take half the cost of both the beginning and end tiles, instead of just taking the cost of the end tile.
- Made shooting interactions more realistic.
- Add radiation badge item and associated infrastructure.
- Automagically add new keybindings, so long as they don't conflict.
- Significantly reduces the number of giant worms.
- Adds strawberry bushes.
- Advanced inventory: Add [c]ategory sort.
- Large number of added archery items: Wide range of bows crossbows, and arrows, and a multitude of crafting recipes.
- Stop unnecessaraly saving adjacent overmaps every time they are potentially dirtied. (prevents periodic pauses!)
- Hard Leg Guards and Metal Leg guards.
- Picking berry bushes trains survival (at low levels).
- Added skill support into professions.