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<small> [[0.B (Brin)|‹———— 0.B]]   [[0.9 (Ma)|0.9 ————›]] </small> <br> | |||
0.A (Kaufman) is a version of Cataclysm that was released on March 02, 2014. | 0.A (Kaufman) is a version of Cataclysm that was released on March 02, 2014. | ||
== Downloads == | == Downloads == |
Latest revision as of 19:47, 22 May 2019
‹———— 0.B 0.9 ————›
0.A (Kaufman) is a version of Cataclysm that was released on March 02, 2014.
Downloads
Change Log
Highlights
- Module manager.
- Fullscreen mode.
- Many mutations, more refined mutation progression.
- Improved view options for driving.
- Improved item handling, including category views, partial stack handling.
- Mouse move and mouselook.
- Fishing.
- Working Refrigerators.
Features
- View item on mouse hover in SDL.
- Mouse move.
- Basic LUA support.
- Vehicles disintegrate into their constituent parts on impact.
- Fuel tanks preserve their contents when removed/installed.
- Vehicle construction and repair using duct tape.
- More distinct mutation trees, including branch thresholds and post-threshold mutations.
- Interact with monsters on stairs.
- Guilt from killing monsters tapers off as you kill more of them.
- Can track vehicles with a GPS module.
- Allow filtering constructions by the ones you can do right now (can toggle).
- Idling for vehicles, can effectively run as generators.
- Minifridge that keeps food fresh longer.
- Clothing pockets and hoods only activate when needed. (for warmth)
- Inventory and crafting menus support listing items by category.
- Expanded underwater combat.
- Item spoilage rate varies based on temperature.
- More info in list monsters menu.
- Rechargeable battery pack mod for tools.
- Gunmods are installed on rails now.
- Better gender handling at character creation.
- Expanded vehicle electrical system.
- Can pick up or drop partial stacks.
- Shove items out of the way when closing a door.
- Radioactive items.
- Mutation friendly clothing.
- Remove prompt to resume task, of course you want to.
- Vehicle facing indicator (option).
- Fullscreen mode.
- Show contents of grabbed vehicle (e.g. your shopping cart) in advanced inventory pane.
- Fishing, find a pole!
- Automatic view shifting when driving (option).
- Zoom mode that dynamically resizes tiles (pretty slow when zoomed unfortunately).
- Search known recipes by output, tool or component.
Infrastructure
- Overmap tiles moved to json.
- Lots of warning cleanup.
- More development of internal json library.
- Mod manager.
- Can define mapgen for tiles in json or LUA.
- Traps moved to json.
- Standalone json checker.
- Refactored monsters and players to have a common parent class.
- Retrieve items from inventory based on location instead of invlet.
- Ammo types moved to json.
- Blacklist and whitelist for including/excluding content.
Balance
- Sleep increases rate of fatigue recovery and healing over time.
- Remove automatic matches and poketknife from player spawn.
- Add skintight flag for underwear-type clothing to negate layering penalties.
- First Aid and bandages take time to apply now.
- Increased city size variability.
- Turrets have finite ammo.
- Reduce rate of damage for "real armor" as opposed to "clothes".
- Zombies spawn at last stand locations.
- Burning ammo only throws shrapnel, no explosion.
- Increased crafting distance to 6 to enable large workshops.
- Progressive difficulty searching for lab notes.
- Progressive difficulty searching for lab notes.
- Large-scale vehicle rebalances.
- Improved code that determines what body part is hit by an attack.
- Water purification methods use one charge per unit of water.
- Buffed water resistant clothing.
- Removed acid puddles from acid rain. (no more melting items).
- Buffed most zombie HP.
- Large nerf to solar panels.
- Effectively remove cap to starting points option (set to 1,000).
- More interesting gun misfire/jam mechanics, guns can take damage now.
- Varied rate of projectile breakage with a flag, more differentiation between arrow types.
- Ammo with special effects (smoke, teargas, explosions) now go off when burned.
Content
- Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip razors.
- Too many mutations to list, including mutagen types and recipes.
- Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels.
- Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new traits.
- Mutation-themed dreams, cowbell, atomic batteries, dojo and contents,
- vending machines and bank cards.
- Dinocataclysm added as a mod at long last!
- Lots more terrain and furniture is now bashable.
- Several new houses and other buildings.
- Variations of vehicle condition (damaged, blood-splattered, engine running, etc)
- Creatures fling around appropriate fluids and chunks when gibbed.
- Several content packs that allow enabling/disabling different categories of content.
- Shoggoth.
Bugfixes
- Prevent artifact swords from sticking all the time.
- Royal jelly and blood filter heal dermatik infections.
- Make active items (ticking bombs, rotting food) work in vehicle storage.
- Prevent teleportation and stairclimbing from erasing monsters.
- Lots of UI tweaks.
- Fix bug where items couldn't be thrown over water.
- Erase scentmap when we move between floors.
- Handle adjacent overmaps better, including notes.
- Lots of recipes moved fro auto-learn on skill thresholds to being learned from books.
- Fixed vehicle rendering when dragging.
- Can craft from items in vehicle storage.
- Only count loudest vehicle engine for noise generation instead of adding them together.
- Fix weird bug where being too strong made you bad at throwing things.
- Fixed several related vehicle board/unboard bugs.
- Player displayed in correct position when peeking.
- Fixed lots of menu drawing glitches.
- Height/width options make more sense, total instead of based on view width.
- Limit indoor dimly lit areas to the same view distance as outside.
- Fix bug where vehicles and windows projected light at dawn and dusk.
- Targeting defaults to nearest enemy.
- Toggling between enemies includes hostile NPCs.
- Vehicle turrets no longer shoot player or their own vehicle.
- Fixed issue where exploding items could destroy themselves and cause a segfault.
- Check for errors when attempting to write files and take appropriate action.
- Fixed some lab finale features.
- Fixed vehicle workshops being usable as components in recipes.
- Cruise control is now smooth, even the sportscar is driveable.
- Sinkholes don't turn into pits after you step in them.
- Can no longer block attacks in your sleep.
- Translations build and ship with releases.
Performance
- Many overmap generation performance improvements.
- Stop updating scent if player hasn't moved for a while, makes waiting and sleeping go much faster.
- Optimized bitflag methods for very frequently used flags.
- Heavy refactor of crafting menu for more speed.
- Heavy optimization of scent diffusion.
- Declare strings as const to avoid reallocating them all the time.
- Lots of caching of vehicle parts.
- Vision calculation speedups.
- Refactored map loading to chunk up map data into tiny (1KB or so) files, so save/load is nearly instantaneous.