0.D (Danny): Difference between revisions

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<small> [[Experimental|‹———— Experimental version]] &emsp; [[0.C (Cooper)|0.C ————›]] </small> <br>
<small> [[0.E (Ellison)|‹———— 0.E]] &emsp; [[0.C (Cooper)|0.C ————›]] </small> <br>
0.D (Danny) is a version of Cataclysm that was released on March 8, 2019.
0.D (Danny) is a version of Cataclysm that was released on March 8, 2019.
<noinclude>
<noinclude>

Latest revision as of 18:25, 1 May 2020

‹———— 0.E0.C ————›
0.D (Danny) is a version of Cataclysm that was released on March 8, 2019.

Downloads

Release Thread

Change Log

Highlights

  • Many quality of life enhancements such as auto-pulp, autopickup, batch actions, interacting with adjacent items and improved long-action handling.
  • Pixel minimap for tiles mode.
  • Guns accept magazines when appropriate.
  • Player stamina stat that is burned by running and other physical exertion.
  • Player faction base that allows incremental growth and autonomous work by NPCs.
  • The player remembers terrain and furniture they have seen.
  • Carrying racks for small vehicles.
  • Vehicle system (speed, fuel consumption, terrain effects) overhaul.
  • Overhauled nutrition, food spoilage and food state changes (freezing).
  • Overhauled bomb fragment handling.
  • NPC dialogue support, group commands, tactical instructions and backstories.
  • Dynamic Lighting.
  • Roughly DOUBLED the amount of in-game content.
  • Unheard-of levels of bugfixing.
  • Full translations for Chinese, German, Japanese, Polish and Russian.

Features

  • Power transmission between vehicles.
  • Books need to be read to know what they contain.
  • Extend Stamina burn.
  • Explosions can create craters.
  • Zombies push each other.
  • Overhauled shadowcasting to also provide dynamic lighting.
  • Gun mods can be built-in to the gun and irremovable.
  • Gun mods extended to draw power from UPS.
  • Player can set zone instructing friendly NPCs to avoid picking up items.
  • Unsupported items/fields/monsters/etc fall to lower z-levels.
  • Mods can override overmap specials.
  • Display hints about health upon waking.
  • Experimental 3D vision and interaction between levels.
  • NPC interactions: Carrying gear, healing with items, re-layering clothes.
  • Hordes re-absorb monsters, this allows them to return to moving after spawning.
  • Hordes can wander toward cities to keep them populated.
  • Added a pixel-detail minimap option to tiles mode.
  • Added the ability to use cutting tools or markers for labeling items.
  • Add talk tags support to signage.
  • Allow many actions targeting adjacent tiles. Reading, storing liquids, unloading containers.
  • Allows certain claw-based mutations to count as having a butchering quality.
  • Adds an item flag for certain clothing that allows making mutation natural attacks without said clothing getting in the way.
  • Start with book recipes of selected skills on char gen.
  • Allow gathering wool staples from sheep.
  • Allow vehicles to pivot around arbitrary points.
  • Added debug Overmap Editor.
  • Add steerable wheels.
  • Reload using magazines.
  • Mix liquids into a container instead of a CONTAIN tool.
  • Repair items as a long action.
  • iuse actor heal for jsonized healing items.
  • Craft in the dark when it makes sense.
  • Allow using Enhanced Hearing CBM to crack safes.
  • Giving NPCs mutagens, meds, food etc.
  • Mass uncraft.
  • Add coal mining.
  • Implement minimum stat and skill requirements for items.
  • Add ability to cut metal bars on windows with hacksaw.
  • Allow wielding bows with one hand.
  • Alternative starting point systems.
  • Vehicles can spawn items with magazines and ammo.
  • Stumbling and following improvements.
  • NPCs reloading mags.
  • Apply persistent morale.
  • Allow autolearn at different level than crafting difficulty.
  • Alcohol mixing for storage.
  • Bring back NPC hunger and thirst.
  • NPCs pulping corpses.
  • Allow wearing clothing with OVERSIZE flag with footwear.
  • Allow attacking ground to prevent overshooting.
  • Allow bringing NPCs up/down z-levels in 2D mode.
  • Zombie corpses transforming due to burns.
  • Really nasty barfing.
  • Overmap scent traces.
  • Allow mending of faults for already installed parts.
  • Vehicle part armor (damage resistance)
  • Firing modes including NPC support.
  • Automatically add starting components to the start vehicle construction.
  • Mop up liquids in vehicles.
  • Make NPCs better with (player's) meds.
  • NPC command: close doors you walk through.
  • Melee autoattack feature.
  • Allow UPS charger to work with partial charge.
  • NPC vs NPC combat.
  • NPC guard/follow update.
  • Add details to message displayed when loading world.
  • Fancy hairpin can now be used as lockpick.
  • NPC trading/exchange update.
  • NPCs helping with crafting, providing recipes.
  • Turrets can drop casings to CARGO part.
  • Regional weather settings.
  • Train relevant skills when installing/removing vehicle parts.
  • Track items with no covered body parts (morale).
  • Store any liquid in vehicle tanks.
  • Scale repair times with damage.
  • Ammo can be multiple types.
  • Spawn bones when creatures made of bone are gibbed.
  • Added automatic prying when [e]xamining on a locked door/window.
  • Implement NPCs picking plants.
  • Assign NPC's as vehicle crew members.
  • Teleporation to adjacent overmaps.
  • NPCs swap (or take off) their splints properly.
  • Allow crafting with sealed container contents.
  • More "resilient" overmap generation.
  • Allow nesting crafting lists.
  • Add in Scratch Attack for (mostly) Zeds.
  • Adds seasonal variation to daylight levels.
  • Implements deconstruction without tools.
  • Contained fires will burn through all its items continuously.
  • Gunmods contribute "ammo_effects" to the main weapon.
  • Change crossbow firing skills to match related firearms.
  • Moddable Milking Monsters.
  • Option to yell sentences.
  • Removed ability to pry open closed non-locked doors.
  • Allow resolutions up to 8K UHD (7680×4320).
  • Search the overmap around the cursor.
  • Always save the latest created character as a template "Last Character".
  • Give players back the ability to hear soft sounds from their own tile.
  • Allow character generation menu to scale to screen size.
  • Allow martial arts to force "offhand" unarmed strikes (kicks etc.) when wielding weapons.
  • Ability to fully enhance an item.
  • Option to auto pulp or butcher corpses.
  • Make all long activities abortable.
  • Draw power directly from UPS with UPS mod.
  • Add stimulant/painkiller overdose symptoms.
  • Loot sorting activity.
  • Add trait groups.
  • Added possibility to cut rebar cages with hacksaw or oxytorch.
  • Make smoke decay outside of the reality bubble.
  • Implement deployable furniture items.
  • Allow shelter NPC to provide tips.
  • Morale craft speed penalty.
  • Fully random Play Now!
  • Added vitamin tracking and vitamin-related disorders.
  • Allow resuming light-canceled jobs.
  • Washboard Batch Washing.
  • New characters: Start with loaded/holstered guns and sheathed blades.
  • Removed restriction to blood draw kit so centrifuge can work with any container with blood.
  • Update washing machine to be able to use clean water.
  • Add the ability to soak rags and cotton balls on disinfectant.
  • Autoattack: Wait a turn if there is nothing in range.
  • Changed CBM install and uninstall to require an Autodoc or a NPC doctor.
  • Added control over amount of houses with basements, and basements can have individual weights.
  • Adds option to disable music and sound.
  • Underground temperatures relatively constant and independent from weather patterns.
  • Nearby hordes appear on minimap.
  • Moves social modifiers of mutations to JSON.
  • Rates of hunger, thirst, fatigue, and learning moved to JSON, healing mutations use relative values instead of absolute.
  • Added pet and livestock carriers so animals can ride in vehicles.
  • Adds shelf life to many foods, previously canned or vacuum packed food has shelf life when opened.
  • Include/Exclude filter for overmap search.
  • Carrion can now eat adjacent crops or food.
  • Allow place_monster to optionally place a randomized monster using a weighted list.
  • Adds firewood source that automatically adds fuel to fire when it is 2/3s consumed.
  • Make chickens and other small domestic birds tamable (Chickenfeed)
  • Vehicles: Open all doors.
  • Implement player faction base.
  • Artifact dreams.
  • Horde improvements: Better displays & zombie lurkers.
  • Schizophrenic Overhaul.
  • Option to spawn starting npc.
  • Field dressing corpses aka Butchery overhaul.
  • Smoking rack interactions expansion.
  • Freezer & freeze mechanics overhaul.
  • Add reminder effects for some medicine.
  • Added infrastructure for setting a farm plot zone and triggering actions across the entire zone.
  • Hot air and direct heat radiation from fires affect local temperature and can heat nearby area including interiors.
  • Add support for solid fuels like coal for vehicle engines.
  • Zone manager hides distant zones, shortcut for showing all zones.
  • New lua feature: Lua-coded monster attack.
  • Copy World Settings to a new world.
  • New MOD feature: Add graphical tiles.
  • Introduces 'Tip of the day' in main menu.
  • Save pooltype and remaining skill-, trait- and statpoints in character template.
  • Item infos for medication. (Quench, Fun, Stimulation, Portions, Addicting)
  • Added map memory.
  • Added a button to hide recipes in the crafting menu.
  • Adds loadable bike racks.
  • Allow hauling items along the ground.
  • Added auto foraging of bushes and trees.
  • Added autopickup rules based on material types.
  • Artifacts can consume Portals.
  • Update the fireman belt to allow attachments from fire axes, war hammers, and maces.
  • Adds stealth modifier as JSON-ized mutation property.
  • Npctalk: add support for NPC backstories.
  • Npctalk: NPC group commands to guard and follow.
  • NPCs can hear monsters and warn the player about them.
  • NPC: Warn the player about dangerous monsters.
  • Background traits - framework for dialogue update.
  • Adds expertise traits for NPCs.
  • Faction camp clearcutting mission.
  • Allow aiming anywhere. Mark practice target.
  • Vehicles: add multiple fuel support.
  • Add blind throwing.
  • Overhaul of map revealing items.
  • Allow peeking z levels.
  • Allow custom sprites for corpses.
  • Makes monster corpses the same weight and volume as defined in the json files.
  • Favorite ammo location for RELOAD_AND_SHOOT and RELOAD_ONE weapons.
  • Vehicles: increase effective speed in tiles per turn.
  • Adds a corpse to gibbed creatures.
  • Selfies can be made and stored on camera.
  • NPC photos show visible mutations.
  • Enable Loot Zones to bind to vehicle Cargo parts.
  • Add support for amphibious vehicles.
  • Adds Zone Activity to harvest plots.
  • Specific guns can be targetted in json gunmods.
  • Add a debug option to spawn map extras.
  • Adds a context menu when examining seed drill and advanced seed drill: reload them with seeds.
  • Adds a Morale boosting chitchat with friendly NPCs as an activity.
  • Update bone mending machine to use mend mechanics instead of magic stemcell treatment.
  • Add new pet menu option for survivor to play with certain tamed pets to increase morale.
  • Improve traction handling and add new wheel types.
  • Shout commands for NPC wake-up and relax.
  • Food recipe results' calories and vitamins now based on components.
  • Adds skinning butchery action.
  • Forests now partially block wind turbines output.
  • Enabled snowstorms - wet and glare effects for snow.
  • Made wind effects directional, including adding a lee side to structures.
  • Added gunmods that wear out over time or quickly.
  • Adds ranged attack mutations (using fake guns).

Content

  • Lots of improvised tools (stone hand tools, forge, cooking furniture, clay and pottery).
  • Extensive wilderness foraging.
  • Super secret underground facility.
  • Gunmod crafting recipes.
  • More zombies: Elite grenadiers, Runners, Ferals, Predators, Shady Zombies, Screecher Zombies.
  • Still more: many child zombie variants, Zombie Brutes, Water Biter, Scorched Children.
  • Yet more: Fungal Zombie Child, Gigantic Naked Mole Rats, Acid Ants, Zombie Burner.
  • Monster grab and pull attacks.
  • Ranch and Ranch-related missions.
  • Faction Camp and related infrastructure.
  • Large additions to Lab variety and consistency.
  • Vehicle based tools, street sweepers, tractors, plows, planters.
  • Farm vehicles and tool attachments. Plow, reaper, seed drill.
  • Seasonal variation in foliage.
  • Expanded tree variety.
  • Allow city-less mapgen.
  • Many preserved food recipes.
  • Two new variants of the military bunker basement.
  • Items can have a side (left v right).
  • Add a larger generator part and portable generator vehicle.
  • More railroad terrain variants, made diagonal tracks subway railroads 7 tiles wide.
  • Implement surrounded start.
  • Professions: Hunters, Bandit, Bionic Survivalist, Parkour Practitioner, Burglar, Camper, Road Warrior, Boxer, Photojournalist, Tourist, Zookeeper.
  • New mapgen: The Red Dragon Teashop, Football Field.
  • Double the number of survivor's notes.
  • Add "calories" field to it_comest.
  • Terrain connections for groups other than WALL.
  • Hands free mechanics.
  • Update Evac Center.
  • Implements integral_volume for gun mods.
  • Veterinarian Clinic.
  • Implement disintegrating ammo linkages.
  • NPC trade update.
  • Creation of 5 new overmap special campsites.
  • 3 new roadside rest stops.
  • Add magazine coloring, improve ammo/gun coloring.
  • Prison Break Scenario.
  • Funeral home.
  • Razorclaws and Shipwreck.
  • Add alternative triffid groves.
  • Add 2x2 cemetery.
  • Adds small Ponds.
  • Adds Apple Orchard to the game.
  • New characters: Start with loaded/holstered guns and sheathed blades.
  • Add ability to steal items from NPC.
  • Sugar House mapgen.
  • Add 'Reach Refugee Center' mission.
  • Add detergent and allow it to be used in washboard.
  • Dairy farm.
  • Micro Atomic Plant for Bright Nights mod.
  • Parks and recreation buildings.
  • Add butcher shop.
  • Mansion Upgrade Project.
  • Initial work on multi-story houses.
  • Make chainmail craftable from scratch.
  • Add bike shop.
  • Add MShockXotto+ tileset
  • Add descriptions to furniture objects.
  • Small town buildings.
  • Subway.
  • Added Cable Charger Bionic.
  • Mainlined vehicle rams from Blazemod.
  • Add ammo pouches for fast access to ammunition.
  • Hallucination monsters are now described in extended description.
  • New monster ability 'ABSORBS_SPLITS'.
  • Pallet lifter for fast battery swapping.
  • Add Speedloaders.
  • Remove Solar Panels CBM.
  • Software Lights on!
  • Added can sealer and related recipes for better food preservation.
  • Separated dashboard (electronics controls) from steering.
  • Acidic Ant Expansion - Acidic Chitin Item & Equipment.
  • Add engine blocks and engine deconstruction recipes.
  • Butchering yields for fungal towers and other structures.
  • New basement variant, with and without hidden autodoc.
  • Disposable filters for filter, gas, PBA, and survivor masks, as well as filters for hazmat and ANBC suits.
  • Adds new narcosis effect that Characters cannot be prematurely woken from.
  • Replaces heavy sticks with long sticks in many recipes.
  • 50% chance of partial lighting in labs.
  • Recipes to extract seeds from some fruits and vegetables.
  • Additional doctor's office variant, a private bionics clinic.
  • Raw hides can be turned into simple bags to transport remains of creatures.
  • Adds variability in decay of food created before cataclysm.
  • Add Trencher (Construction vehicle).
  • Vehicle mounted pet carriers.
  • Discordant Mi-go Memes.
  • Add Cosmic's Additional Locations to the game.
  • Root Cellar - food preserving option.
  • Cosmic's Golf Course.
  • More Dog Breeds - Now With Puppies Edition.
  • Add Whaley's Locations.
  • New mutation category: Mouse 🐁
  • Injectable mutagen finales, targetable purifier smart shots.
  • Overhauling tank drone.
  • Add refugee center start (costs 1 point).
  • Adds vehicle wreckages (of crashed helicopters) to helicopter crash-sites.
  • Adds ant-infested labs.
  • Adds the incandescent husk, an evolution of the shocker zombie that moves slowly and emits a lightning cloud
  • Removed CBM crafting.
  • Adds new location 'Mass Grave'.
  • Added extensive new lab-based scenarios, areas and monsters.
  • Added camping scenario and additional camp related start_locations.
  • Adds the Intravenous Needletip and Titanium Skeletal Bracing CBMs.
  • Adding new starting scenario at refugee center.
  • The Fish mutation tree now has unique, post-threshold mutations.
  • Labs can have funagloid portals, lab escape allows crowbar.
  • Many options for using miscelaneous items as improvised tools.
  • Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
  • Added railroad station overmap special.
  • Re-implements old start location options to the Challenge-Lab scenario.
  • Implementation to support use of JSON snippets for procedural music descriptions.
  • Adds LivePeople Tileset.
  • Add forest trails.
  • Add new pond map extra.
  • Added railroad overmap terrains.
  • Add new offal recipes in the game using the new offal types.
  • Adds sourdough bread and sourdough starter.
  • Add trail guide item.
  • Adds a way to craft anesthetic kits in the game.
  • Explosion of NPC dialogue.
  • NPC Dialogue: role-specific survivor stories.
  • Adds formaldehyde and methanol as precursors for hexamine, and recipes to make them.
  • Adds shanty-town walls comprised of bolted-together junk.
  • Adds extra recipe for nitric acid, which requires a pressure cooker and a platinum grille as a catalyst.
  • Adds lab nanofabricator finale, letting players create high tech items.'
  • Update RetroDaysTileset to include RetroDaysJar, AdamRetroDays, long grass
  • Mainline NPC traits mod.
  • Added outbuildings to default farm.
  • Regularize city grid and allow large in-city specials.
  • Adds area_name into info box when looking_around.
  • Adds gunmods that add slots for more gunmods.
  • Adds four new NPC backstories available to all NPCs.
  • Added Electroreceptors as a starting mutation to the Challenge-Lab scenario.
  • Adds medicine to help nausea.
  • Added new Martial Art: Sōjutsu.
  • Upgrades the outer walls of the refugee center and fills the waiting area with beggars.
  • Allow multiple inputs for rifle portion of rifle turret.
  • Adds new vehicle part : a wind turbine.
  • Adds Free Merchant currency.
  • Adds methanol and ether as a possible Molotov components.
  • Add "classic literature" and "collector's edition" books, move choice book spawns to library, and adjust library/mansion book spawns overall.
  • Adds the possiblitiy to find an evil moose in the kitten finding game.
  • Adds new furniture flag that restricts vision when in the furniture.

Interface

  • Bionics menu tabbed for better visibility.
  • Streamlined reload menu.
  • Bundled a square font.
  • Separate zombies better by color.
  • Many menus are resizeable.
  • "Isometric" tileset mode.
  • Search feature added to many menus.
  • Lots of dialogs allow use or consumption of items from immediate surroundings as well as inventory.
  • Enhancements to AIM.
  • Improved explosion animation.
  • Ambient sound effects.
  • Added vehicle direction indicator in tiles mode.
  • Prevented spam about player being tired.
  • Removed inability for vehicles to drive over fungal beds.
  • Fixed a number of issues around monster spawning: Wraith, ants spawning in sight of player, animals spawning underground.
  • Enhanced medical menu.
  • Recolored trees and bushes to be more recognizable.
  • Added travel-to command.
  • Hide options if they aren't present in the build.
  • Tile scaling in tiles mode.
  • Cancel out of crafting menu during component selection.
  • Move times displayed adjusted to be cumulative instead of "most recent cost".
  • Added pixel minimap in SDL builds.
  • Highlight useful information in item info text.
  • Split mod exclusion category into item and monster exclusion.
  • Added handling for home and end key.
  • Added dynamic loading of crafting gui categories.
  • Sort by name in inventory instead of id.
  • Add quit action to new character window.
  • Extend blackspace window to cover minimap instead of using map legend window.
  • Allow canceling crafting from component/tool selection menus.
  • Updated MShock Modded Tileset.
  • Scrollable item info text in crafting menu.
  • Added Y/N query to attacking friendly NPCs.
  • Remove pageUp/pageDown key bindings for next and previous tab.
  • Display item name in crafting component selection menu.
  • Hint when reloading would be possible if item not full to capacity.
  • Random alternate sprite graphics.
  • Option to disable item info highlighting. Color changes for readability.
  • Enable music shuffling.
  • Escapable menus.
  • Translatable velocity units.
  • New Isometric tileset, new 16x16 tileset.
  • Combine limbs on info and layering screens.
  • Define duplicate sprites for multiple tile ids.
  • Random sprites for player and NPCs.
  • Adds caching to the pixel minimap, enemy indicators flash red, apply low light filters.
  • Don't rotate movement action in isometric when automoving.
  • Isometric controls in advanced inventory.
  • Isometric scrolling combat text.
  • Allow sprites to offset later sprites drawn on the same tile.
  • Larger/smaller and offset tile sprites.
  • Only draw tiles inside viewrange.
  • Pixeldoubling for tilesets.
  • Clear the minimap texture pool before SDL quits to prevent errors on game quit.
  • Fix display of Vehicle Indicator in tiles.
  • Targeting window improvements.
  • Add a draw refresh before asking direction on bionics: EMP, fingerpick, and mini-flamethrower.
  • Copy z coordinate to the light ray endpoint. (Fixes vehicle headlights underground.)
  • Fix border between terrain and status window covering part of the status window.
  • Display more information for magazines.
  • Use original message color in message history.
  • Implement viewing tiles on the floor below the current one when an open floor is shown for SDL tiles.
  • Make player-built walls look like walls in ASCII.
  • Fix seeing inside crates/rubble/etc.
  • Display remaining ammo for ammo containers.
  • Change display of stack sizes.
  • Escapable menu for examining NPCs.
  • Highlight magazine and ammo.
  • Vision and targeting changes, 3D-ification.
  • Display moves when disposing of items.
  • Escapable menu for sorting items in advanced inventory.
  • Prevent window minimize on fullscreen borderless when focus lost.
  • Rearange main rendering method to place curses cursor on @ at the end.
  • Add a cache refresh before drawing pixel minimap.
  • Add option to select which video display is used.
  • Add option to limit lifetime of sidebar messages.
  • Fix disappearing monster info.
  • In overmap, move cursor to the selected (center) square.
  • Redraw entire line of printed messages for screen readers.
  • Tileset feature: Mutation overlay ordering that can be configured in JSON.
  • Colorize message logs.
  • Unify tile descriptions in lookview and liveview (mouse view) modes.
  • Highlight only occupied bodypart.
  • Create nonexistent input contexts when adding keybindings.
  • Improve Morale dialog.
  • Redraw borders of Options menu after showing of Keybinding help.
  • Add local directional keybindings for pickup menu.
  • Allow light levels of visible tiles to be known from a distance.
  • Refresh AIM screen properly after escaping of SORT menu.
  • Don't initially change the view offset when firing.
  • Display JACK/LIFT amounts in real-world units.
  • Implementation of UI for Bionics Slots System.
  • Show estimated disassembly time.
  • Improvements of the blood test window.
  • Clearer message when butchering on sealed terrain.
  • Rework inventory columns.
  • Window with bars will be frame with bars after hitting.
  • Add search function to all commands list.
  • Accurate, consistent 'slow movement' messages.
  • Mark some fields as dangerous; prompt for rough/sharp terrain.
  • Auto-select first removable part, if possible.
  • Vehicle turret reloading.
  • NPC pickup whitelist, allow vehicle access.
  • Improve vehicle interaction display.
  • Add more info to item displays.
  • CBM install failure mention which CBMs are lost.
  • Mark the shortest route to a refugee center on map.
  • Reworked settings menus. Ingame main menu.
  • Show available, not only memorized recipes in crafting gui.
  • In pickup UI, show identical items as stacks.
  • Context-dependent skills and more descriptive unmet requirements.
  • Vehicle part installation filter.
  • Vehicle tanks as refill targets.
  • Display engines (and faults) in vehicle overview.
  • Support selecting turret ammo.
  • Specify volumetric units via JSON.
  • Include disassembly time in the confirm message.
  • Option to skip frames when stunned.
  • User configurable volume units.
  • Fix recipe search to prevent exclusion of plural items.
  • Option to sort items by staleness, first ones to rot on top.
  • Make the crafting UI difficulty match what is used when crafting.
  • Make the repair time shown in the vehicle UI match the actual time taken.
  • Add a simple draw benchmark in the debug menu.
  • Adaptive (windowed or fullscreen) inventory menus.
  • Adds effect overlays.
  • Interactive inventory letter assignment.
  • Display 'item (charges)' for stackable items in crafting menu.
  • Approximate durations.
  • Allow scrolling in menus via mouse wheel.
  • Extends Close Quarters Battle CBM description.
  • Remove long-obsolete static spawn option, static is now the only option.
  • "Look at" with long descriptions (of critters, furniture etc.).
  • Harvestable plant description.
  • Sheath and holster contained volume description.
  • Add basic note support to constructions.
  • Add AUTO_PICKUP_SMALL_ITEMS option.
  • Enable customizing the 16 ANSI color slots.
  • Record NPC kills in kill count.
  • Add option to toggle framebuffer acceleration when using software rendering.
  • Talk to NPCs from the menu for examining them.
  • Added ability to save and restore default layout for advanced inventory.
  • In the crafting GUI, show which books provide this recipe.
  • Added point pool restriction option in world generation settings.
  • Added monster info in extended description.
  • Display actual nutrition acquired, rework rotten food penalties.
  • Vehicle UI: Highlight parts for removal in overview.
  • Color NPC/Player background cyan when grabbed.
  • Update default font values to prevent tiny overmap font usage on new game installations.
  • Add loading UI.
  • Extended techniques info.
  • Highlight searched components in crafting window.
  • Visual aid for broken limbs.
  • Added filter option to all inventory_ui menus.
  • Display component supply when crafting.
  • Convert braziers from traps to furniture.
  • Added sorting and categories to list monsters.
  • Disable scenarios that require a city start when city_size is 0.
  • Prompt when creating a character with the same name in a world.
  • Accessibility: Textual Vehicle Direction Indicator.
  • Rope, wire and barbed wire fences are now built and removed through the construction menu.
  • Horizontal emoticon style interface option.
  • Option for zones with no auto pickup to suppress seen items spam.
  • Add description to mountable locations.
  • NPCs will complain every 5 minutes if they're bleeding.
  • Allow diagonal movement via keybinding modifiers in SDL builds.
  • Show time to complete as if there's bright lighting if it's too dark to craft.
  • Show crafting bonus in 'New Character Creation' menu.
  • Make items with a player-assigned inventory letter always come first in inventory.
  • Support searching for memorized/unmemorized recipes.
  • Inform player if they are capable of learning a recipe from disassembly.
  • Support for resizeable windows with adaptive UI.
  • Provides more information about the relative age and spoil progress of foods.
  • Adds extended descriptions, sorts and colors descriptions.
  • Add sub-menu for controlling multiple vehicle electronics.
  • Display vehicle part descriptions.
  • CBMs for NPCs: add BIONICs tab to player info window.
  • Martial arts techniques description.
  • Show activation and deactivation cost for all bionics that have them.
  • Ask to ignore repeating distractions when performing an activity.
  • Added filtering by skill to Read menu.
  • Add scrolling the overview pane in the vehicle interaction window.
  • Reduce clutter of [B]utcher UI by stacking identical salvage/disassemble targets.
  • Adds (mushy) suffix to mushy food and highlights impact on joy in 'Eat' menu.
  • Added feedback for contained fire's expected time left, before it goes out.
  • Limb selection menu shows if limb is already bandaged or disinfected.
  • NPC follower warns on sleeping and sleep when you do.
  • Players can now save before sleeping and set an alarm at the same time.
  • "New Note" UI has been upgraded with colors and a live preview.
  • Migrate menu handling to uilist interface.
  • Added looks_like for targeted tile fallback.
  • Adds quality filtering to item search.
  • Android on-screen keyboard now automatically appears for menu filters, advanced inventory filter, inventory filter, and creating map notes.
  • Message window overhaul: filtering, page scrolling, and better interface.
  • Show related craftable items for current recipe by hotkey.
  • Adds descriptions for zone types.
  • Worn clothing placed into a sane layer by default.
  • Scrollable MOTD and Credits.
  • Allow viewing long mod descriptions.
  • Amount of mods of an item is now displayed as an integer following its name.
  • Android quick shortcut dimensions now account for screen density, defaulting to a sensible size on all devices.
  • Many options for selecting units to display.
  • Npctalk: create a big dialogue window.
  • Even when only capital inputs are allowed, using lowercase inputs should still set the dialog cursor.
  • Enhanced limb menu (body window) and textified healing related effects.
  • B menu show butcher, disassemble and salvage times.
  • Adds favorite recipes and recently crafted tabs to crafting menu.
  • Clarify crafting skills requirements text.
  • Gray out redundant tool quality requirements.
  • Show what will result from vehicle part removal.
  • Clearer crafting search help window.
  • Adds 'toggle fast scroll' option to overmap UI.
  • Adaptively stack perishables based on remaining time before rot.
  • Use more meaningful vehicle part names in messages.
  • Highlight 'on' toggle-able parts in vehicle use menus.
  • Highlight selected martial arts style in menu.
  • Crafting searches for primary skill and result description.
  • Tag clothes that do not fit, rather than clothes that do.
  • Prevent seeing light through walls.
  • Make walls sensibly visible at night.
  • Have vehicles become dark inside when that makes sense.
  • Allow toggling display of forest trails on the overmap.
  • Added 'center' action for look around mode.
  • Vehicle: display engine power and electrical drain/production.
  • Bandage/Disinfactant display/compare/apply improvements.
  • Allow hiding of recipe categories from crafting menu.
  • Player: don't create the reload prompt if there's only one option.
  • Better scrolling through requirements list in crafting GUI.
  • Improve info for worn items which cover nothing.
  • Show how much water and cleanser will be required on washing UI.
  • Basecamp: store food supply in calories.
  • Missions: display name of NPC that gave the mission.
  • Automatically choose infinite sources for crafting when available.
  • Play Now! loads a world with 0 character if available.
  • Crafting-gui - colorize book enumeration.
  • Veh_interact.cpp - colorize cargo volume.
  • Sounds: add descriptions to player shouts.
  • Allow installed bionics to be displayed in tiles mode.
  • Allow separate tiles for activated mutations/bionics.
  • Bionic power - equalize names and colorize values.
  • Don't reveal wall connections the player should not know about.
  • Automatically calculate monster difficulty.
  • Player display: add support for hidden traits.
  • Player character will open closed fence gates when walking, will vault over the fence gate when running.
  • Allow multiple filters for crafting recipes in crafting menu.
  • Status includes approximate times for NPC needs.
  • Crafting GUI Filter saves history; possibility to move trough history with arrow keys.
  • Changes text color to match map note color.
  • Bind '?' to open keybindings window by default.
  • Display scenario description after game start.
  • Alternative night vision intensity.
  • Added scaling option to resize screen elements in SDL mode for use on large screens.

Mods

  • Added Tanks Mod.
  • ChestHole tileset covering all entities.
  • Added double monster HP mod.
  • Mods dynamically enabled/disabled if they require lua and lua is present/absent.
  • Basic lua console.
  • Allow mods to override specific properties of monster types.
  • Added More Locations mod.
  • Removes redundant controls from inflatable boat.
  • Allow mods to change martial art styles / techniques / buffs.
  • Updated StatsFromSkills to use set_value & get_value for base stats.
  • Allow mods to modify professions.
  • Allow mods to modify scenarios.
  • Allow mods to modify starting location data.
  • Added Crazy cataclysm mod for all your immersion-breaking needs.
  • Add No_Zombie_Animals blacklist mod.
  • Add No_Diamond_Weapons blacklist.
  • Move health messages (on wakeup) to json.
  • Recreates DeoxyMod's Foldable Mod.
  • Move filthy morale penalty to a mod.
  • Add no npc food mod.
  • Add more makeshift items mod.
  • Add More Classes and Scenarios mod.
  • Craftable Gun Pack mod revamp.
  • More snippet/flier entries for mods.
  • Support total conversion mods.
  • Remove Arcana and PK_rebalancing mods since they are maintained in separate repositories now.
  • Add huge vehicles mod.
  • Expanded Realistic Guns: bandolier update.
  • Magazines for Icecoon's Arsenal.
  • Medieval Mod changes to viking and samurai.
  • Medieval Mod: Starting with sheathed weapons.
  • Added "BrightNights" - the sci-fi mod.
  • Standardizes bronze recipes in Medieval mod.
  • Fixes some unlearnable recipes in More Survival Tools.
  • Makeshift mod and bayonet update.
  • Battery compartment mod update.
  • National Guard Camp, a large and very dangerous military complex.
  • Brings DinoMod back online.
  • Atomic vehicles for Bright nights mod.
  • Added Urban Development Mod.
  • Extended Buildings mod.
  • Fix hp loss in StatsThroughSkills.
  • Add Bionic Systems Mod.
  • Added alternate map key mod.
  • Moved light and heavy snare kits to More Survival Tools mod.
  • Add "Mutant NPCs" mod.
  • Mundane Zombies Mod Revival.
  • Manual CBM installation moved to Bright Nights mod.
  • Allow adding contents to existing monster groups in JSON.
  • Safe autodoc mod, a dependency of Bright Nights.
  • Makes Crazy Cataclysm a little crazier.
  • Nested mapgen structures.
  • Added Fuji's Struct mod.
  • Salvaged Robots mod.
  • Partially moved Folding Parts Mod to base game.
  • Convert Bright Nights region_settings to region_overlay.
  • Added anthill, bee, and large zombie exclusion mods.
  • MSX Dead People tileset update and make it default.
  • Adds new mod Growable pots.
  • Mainlined Tall Buildings mod.
  • Add urban development buildings to city spawns.
  • Salvaged Robots: More robot themed professions.
  • USABLE_FIRE tag makes terrain or furniture usable as a nearby fire for crafting.

Balance

  • Unify crafting and construction xp gain.
  • Removed flaming eye annihilation beam.
  • Overhauled encumbrance system for finer degrees of encumbrance.
  • Tuned up wilderness crafting a great deal.
  • Removed inventory overcapacity penalty, items are dropped instead.
  • Ensured that skills can be bootstrapped with practice.
  • Zombie stumbling is more pervasive and random.
  • Necromancer revive cooldown adjusted based on target toughness.
  • Adjusted frequency of sickness.
  • Variable draw costs for dedicated inventory containers (holsters).
  • Last amigara horror to die always drops an artifact.
  • Adjust the way monster upgrade times are calculated.
  • Replace no pickup feature with move penalty.
  • Added encumbrance to weapons worn with shoulder straps.
  • Added batch crafting times to various comestibles.
  • Made DEX prevent cuts from broken glass more often.
  • Make farming yield multiples of default charge of a plant item on gather.
  • Reduce XM-P plasma blast size.
  • City spacing option.
  • WBLOCK_2 usage changes.
  • Correct nutrition_for thresholds.
  • Change handling of recoil penalty.
  • Remove completely unrealistic energy weapon recipes.
  • Standardize ammo disassembly.
  • Rationalize ranged skill training.
  • Item handling is slower with increasing hand encumbrance.
  • Add minimum move cost when handling items.
  • Implements barrel_length variable in ranged.json.
  • Remove requirement for a vehicle tracking device.
  • Overburden rebalance.
  • Basic unit tests for reloading.
  • Rebalance item handling costs.
  • Bring bite inline with melee attack logic.
  • Allow gunmods to consume less (or no) volume when installed.
  • Nerf "magical" battery storage options.
  • Only consume_charges() for tools and comestibles.
  • Acid update - rebalance fields, acid zeds, add backgrounds for acid tiles.
  • Allow monsters to hit-and-run and poison other monsters.
  • Metabolism: hunger rate and body temperature.
  • Ally zombies and robots with arthropods.
  • Guns in gunstores spawn with magazines.
  • Buff corpse smashing, nerf butchery.
  • Overhaul Radiation balance, it's now much more chronic in nature.
  • Set default for addiction_type in comestibles.
  • Reduce recoil penalty during burst fire.
  • Overhauled Adrenaline effect. Replaced speed and stat boost with temporary pain immunity.
  • Add inaccuracy penalty whilst driving.
  • Make rain drenching slower, harder to completely avoid.
  • Improve garage doors behavior.
  • Overhaul distillation and use of alcohols by widening the gap between drinkable and refined alcohol.
  • Expunge vermin.
  • Make crafting of brewed/fermented items more realistic and involved.
  • Turn toolbox into a truly versatile tool.
  • Ignore checks for zombies to pulp if the NPC is boarded.
  • Fungal Zombies can see.
  • Rebalance fear_paralaze to prevent infinite moves drain.
  • Fix hallucination not kicking in if duration is too high.
  • Redesign bionics lab room to fix computer successful hack.
  • Limit turret to its actual range.
  • Make missed ranged attacks miss more realistically.
  • Adds lifting capacity to Cantilevers description.
  • Add "makeshift_kevlar" to recipes that include the kevlar vests.
  • Bleeding also causes anaemia.
  • Change chisel requirement to CHISEL quality requirement.
  • Remove memorization of recipes from reading books.
  • Nerf Sensory Dulling.
  • More realistic diesel recipe.
  • Evened out addiction withdrawal but made it longer.
  • Rework firestarter and extended firestarter.
  • Fix 145 items spawning in a house
  • Standardize handloading recipes.
  • Derive vehicle part hp from base item.
  • Adjust multi-pool defaults.
  • Fungus and aberration monsters now also drop filthy clothes.
  • Adds few missing cancels mutations.
  • Updated the plant mutations to give some encumbrance that makes sense.
  • Allow Steel Jerrycans to be used as vehicle tanks.
  • Forklift gets lifting and jack capabilities. Half of the boom crane.
  • Medium storage battery 700 -> 7000
  • Allow camera(_pro) for security camera crafting.
  • Grant Medium-sized robots avoid_trap 1.
  • Make clearing rubble an activity.
  • Telescopic Eyes prevents visual impairment from traits.
  • Make meditating an activity.
  • Make NPCs escape onto tiles with weaker fields.
  • Nerfed rate at which penalties from pain accumulate.
  • Added "MOUNTABLE", to small and medium boulders.
  • Smoked/salted meat changes, offal preservation.
  • Add pathfinding for selected monsters.
  • Rebalance blackpowder loads, expand recipe options.
  • Correct the spread of missed ranged attacks.
  • Added PARTIAL_DEAF to powered armor.
  • Add night vision from perception, fix flashlight exploit.
  • Cap JACK requirements increased to 8000kg in constants.h.
  • Buff regen mutations, nerf regen due to health stat.
  • Add recoil for being hit, makes melee more dangerous for ranged characters.
  • Swappable storage battery installed/removed to/from vehicle with no skill, in little time.
  • Decrease the number of military bunkers.
  • Melee damage while wearing filthy clothing may result in infection.
  • Make Vending Machines harder to break into.
  • Add power armor helmets to match existing spawns of power armor.
  • Heal broken limbs gradually, not all at once.
  • Increase to horde interest with sound source.
  • Time needed to wash an item now depends on its volume.
  • Make target size affect ranged accuracy.
  • Forbid evac center mission route from having non-road tiles.
  • Remove construction skill.
  • Craft one round at a time for handloaded ammunition.
  • Give zapback zombies weak electric melee.
  • Remove requirement for large power reserve just to turn on a part.
  • Bash shouldn't give better items than deconstruct now.
  • Stops roadblocks from spawning live zeds.
  • Remove gasoline and diesel from explosive recipes.
  • Restore sum of errors based dispersion.
  • Newly recruited NPC engage close enemies only.
  • Nerf to tree yield.
  • Disallow batteries with a weight over 20000 from tool battery mod.
  • Reduce noise from other z-levels.
  • Make metabolic mutations more interesting.
  • "No one is immune to fire"
  • Fix some tools recipes to match output item volume.
  • Add some variability to vehicle battery levels & tire destruction.
  • Chopping trees rework.
  • Drilling long action.
  • Replace chop logs construction with long action.
  • Glazing and waterproofing requirements.
  • Added rebar cage spawns to basic concrete wall and removed rebar drops.
  • Changed formula for character strength required to install something in a vehicle.
  • Don't retarget after killing selected target in a burst.
  • NPCs capable of getting away from live/armed explosives.
  • Remove mutation side effect from unsuccessful bionics installation.
  • Allow giving ranged weapons non-piercing damage, modify corrosive zed.
  • Add new "CLIMB_SIMPLE" flag.
  • Kill 100 Zombies quest now require killing 100 monsters from a ZOMBIE species, and not only ordinary mon_zombie.
  • Ranged weapon rebalance.
  • Applied new FRAGILE_MELEE flag to a number of improvised weapons.
  • Zombies cannot bite without grabbing.
  • Skeleton armor increased by 50%, skeletons slower and harder to shoot. Adds Skeletal Juggernaut.
  • Replace instant healing with slow healing effects.
  • More Complete and Rebalanced Vitamins.
  • Antibiotic overhaul - slow-acting antibiotics, and adds Atreyupan, a weak antibiotic.
  • Changes some Autodoc messages and makes it usable without anesthesia by Deadened mutants or Sensory Dulling cyborgs.
  • Balance rusting of iron items (essentially eliminate it unless the item is left soaking in water for a long time).
  • Overhaul fragmentation explosives to project a deadly field of fragments instead of a few random ones.
  • Make ice labs ~10% of all labs, not 50%. Ensure 1+ lab per overmap.
  • Make portals unavoidably teleport you.
  • Removed ability of losing existing CBMs due installation fails.
  • Vary horde speed based on monsters in horde.
  • Obsolete impossible gunmods.
  • Create LOUDMOVES flag, add to secubots.
  • Lumber no longer made from / substitute for long stick.
  • Fix OP throwing.
  • Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
  • Added FILTHY tag, monsters with the tag now drop dirty clothing.
  • Portable sleeping bags.
  • Removes the vac_sealer requirement from sealed glass jar recipes, adds canning pot, updates recipes.
  • Allow crafting a fur rollmat with tanned pelts.
  • Wearing clothing out of natural layer order now imposes additional encumbrance.
  • Added deconstruct recipe for vehicle controls, reduced component requirements for crafting controls.
  • Adjusted weights of mammals from the category defaults to averages of real values.
  • Let one screwdriver recipes produce screwdriver set.
  • Flowers won't collide with vehicles no more.
  • Increase HP of paper-thin palisades.
  • Many animals such as coyotes and dogs are now less aggressive across the board.
  • Allow fishing in fishable non-river locations.
  • Nerf pneumatic gun reload times.
  • Modifies calorie amounts for flesh/fish and Fat products, including butchery products.
  • Rework vehicle safe and max velocities based on physics.
  • Adding more requirements to screwdriver set recipe.
  • Causes corpse damage level to negatively affect butchery yields.
  • Adjust PRY ability levels.
  • MBR vests weight and recipe fixes.
  • Reset aim of bows between shots.
  • Refine forest trailhead placement.
  • Adjust clay distribution in forests and on river banks.
  • Rebalance comestibles' calories, vitamins, weight, and volume.
  • Made vitamin deficiencies slower to accumulate.
  • Rebalances recipes to be closer in calorie count for input and output.
  • Increases duration of most morale effects
  • Rapid metabolism made purifiable.
  • Joint Torsion increases stamina usage when moving.

Bugfixes

  • Fix inability to repair modified clothing.
  • Fix charge consumption when invoking tools.
  • Fix grenades not exploding.
  • Cleanup drivability rules for vehicles.
  • Prevent application of traps to players in vehicles.
  • Menu crash fixes.
  • Fix crash when player moves while remotely controlling a vehicle
  • Fix gasoline in automated gas station mapgen
  • Force HOT/COLD/WET items to be active on save load
  • Make reinforced glass interact with projectiles.
  • Prevent display of messages the player shouldn't know about.
  • Prevent windows from thinking the game has hung.
  • Prevent turrets from damaging source vehicle.
  • Don't drop skeleton meat.
  • Don't automatically shoot neutral creatures with autofire.
  • Fixup behavior of frightened monsters.
  • Optimized fire spread.
  • Fixed disarm technique.
  • Crash fixes for item handling.
  • Stumbling monsters no longer move at different effective speeds based on direction of movement.
  • Numerous bugfixes in NPC AI.
  • Fixed some interactions between various inventories when they are present in the same tile.
  • Made blacklisting operate more consistently.
  • Rebalanced vehicle collisions.
  • Fixed crash when target dies between successive automatic attacks.
  • Fixed deafening noise from collapsing buildings.
  • Apply stamina penalty for attacking more consistently.
  • Headgear now can actually be worn with power armor.
  • Don't wake up on dry retching.
  • Fix incorrectly calculated melee movecost.
  • Fixed zombies stumbling in biased directions.
  • Fix for flickering in SDL version.
  • Allow dodging during long actions.
  • Fix failing legacy save loading unit test.
  • Fix electricity and acid ripping up clothing.
  • Fix a funny bug: going to sleep while playing an instrument results in "Something is making noise".
  • Fix shrapnel crash.
  • Hack in roofs above buildings.
  • Fix all projectiles causing explosions.
  • Add back cache update to fix pixel minimap render issue.
  • Make backtrace() handling saner; fixes BSD, probably others.
  • Make exploding ammo explode on hit.
  • Integrated scope fix for scout rifle.
  • Restrict usage of computers for blind character.
  • Fix NPCs talking to deaf player.
  • Fix line slopes and adjust projectile attacks.
  • Remove morale penalty after washing if filthy item was worn whilst washing it.
  • Fix items from previous saves not having any charges even when counted by charges.
  • Ask only once per dangerous tile to enter.
  • Fix safe mode trigger distance.
  • Fix an active item processing crash.
  • Never give new characters unusable food or clothing (part 1).
  • Dirty transparency cache when removing opaque parts from vehicles.
  • Remove grab when target is destroyed.
  • Stash linkages in the gun like we do casings.
  • Prevent projectiles generated by Electromagnetic Unit CBM from hitting the player.
  • Rad-immune player is now protected from zombie scientist's radiation beam.
  • Vehicles shouldn't collide with hallucinations.
  • Avoid city only scenarios in random character generation when city size is 0.
  • Hallucinations don't reset limb healing.
  • Fix saving character templates.
  • Fix for schizophrenic NPCs effecting players.
  • Stop NPCs from leaving the vehicle due to smoke while in vehicle.
  • Remove CARGO items from destroyed vehicle parts.
  • Test and fix zapback.
  • Prevents character from waking up from lack of fatigue or noise while under the effect of narcosis.
  • Fix placement of overmap specials with city size 0.
  • Limit consoles and cardreaders to only affect within their overmap tile.
  • Fix connections in ant tunnels.
  • Fixed stuck movement after holding numpad keys in SDL version.
  • Fix crash when NPC tries to take off and drop items where he can't when asked to wear something.
  • Fix display of isolated linear tiles.
  • Fix for excessive overheating from fire sources.
  • Fix creatures being able to see you through cameras and mirrors.
  • Remove explosion effect from small arms ammo put into fire.
  • Fix crash/weird behavior when handling items while over-encumbered/
  • Fixes the autoattack range for HAS_REACH weapons when the gameworld is circular.
  • Fix drinking from 'aluminum can' segfault.
  • Fix crash with no audio device.
  • Fixes creatures not setting off traps or falling z-levels after being flung.
  • Fix crash when resizing window during character creation.
  • Fix overmap special exhaustion when placing mandatory specials.
  • Prevents players from inheriting each other's deafness.
  • Fix for melee sound related crashes.
  • Disable recharging vehicle batteries from handheld batteries.
  • fix for crash to desktop when player tries to remove charcoal or food from smoking rack
  • Fix throwing stacks of items.
  • Fix wrong tripoint usage for temperature calculations.
  • Make trying to sleep into an activity.
  • Fix items going spoiled while crafting.
  • Sort out of spilled liquid infinite loop fix.
  • The internal furnace can only consume itens up to a maximum mass and volume.
  • Fix vehicle part install CTD.
  • Recalculate morale after washing filthy worn items.
  • Avoid invlet clashes on worn items.
  • Prefer dropping items into vehicle cargo spaces where available in more situations.
  • Fix traps ignoring monster armor.
  • Vehicles: make the vehicle split code more robust and stop game crashes.
  • Use maps on all zlevels so they actually reveal things.
  • Fix crash when talking to ranch foreman about prospectus; Fix agricultural investment option not functioning.
  • Consistent fireproof / firey monsters immunity to fire-related fields.
  • Type cast for prevention of integer overflow with large volume containers like cargo containers.
  • Bionics: connect cable charger systems to vehicles.
  • Unloading plutonium from vehicles now gives the correct amount.
  • NPC missions: clear the mission during the failure talk topic.
  • Fixed crash related to unbound direction action.
  • Reduce quarter-corpse butchering times to 1/4th of full corpse.
  • Set max for item stack charges, container volume and cargo volume.
  • Prevent heat induced vomiting until dead.
  • Folding vehicles: improve collision test when unfolding.
  • Fix item category names not updated when switching the language.
  • Fixed lightmap-related crashes in MinGW 64-bit executables.
  • Npc: NPCs on guard duty in a vehicle stay in the vehicle.
  • Fixes isometric tile rendering.
  • Npc: friendly NPCs only warn about hostile monsters.
  • Fix bomb fragment placement with z-levels on.
  • Fixes safemode custom rules when creating a new character.
  • Melee: make sure aoe techniques don't access an array out of bounds.
  • Fix aiming if target moves out of LOS.
  • Improve terrain bashing with experimental z-levels.
  • Allow turrets to shoot "over" the vehicle they are mounted on.
  • Vehicles: show active, fueled engines or battery in sidebar fuel indicator.
  • Hack around android joystick shifting bug.
  • Restore NPC ability to target player.
  • Deep bites now actually progress over time.
  • Fixes errors in graphical builds without sound enabled.
  • assure_dir_exist now creates parent directories recursively.
  • Skip dodge and block techniques when looking for a normal technique.
  • Fixed zombie necromancer was able to revive zombies pulped by a very hard hit.
  • Fix aiming anywhere after player has moved.
  • Applies radiation mitigation to all sources.
  • Adds minireactor to electrical power calculation.
  • Fixes gunmods that add non-auxiliary gun modes.
  • Fix NPC weapon wielding turn cost.
  • Fix monsters' special attack description not translated.
  • Fix aiming via mouse click.
  • Skinning animals smaller than Great Pyrenees now possible.
  • Vehicles: don't let drag stop vehicles in active cruise control.
  • No map extras in refugee center (for now).
  • Greater search range for refugee camp bandit missions.
  • Allows vehicles with a seed-drill to plant seeds
  • Fixed time cost for auto-mining.
  • Fix crash related to null pointer in creature tracker.
  • Make fire extinguishers work again.
  • Fix ASCII fallback for corpses.
  • vehicles: improve split logic.
  • Game: adjust vehicle driving offset based on the new speeds.
  • Unloading ammunition belt can be interrupted.
  • Fix HP not being recalculated during chargen.
  • Restore ability to use recipes from eink tablet.
  • Made Mycus Fireproofing and Mycogenesis consistent, and they will no longer prevent your clothes from burning.
  • Correct several uses of distance metrics.
  • basecamp: retrieve companions sent to do expansion crafting.
  • Fix wall connectedness on tiles builds with tiles disabled.
  • Vehicles: only sink vehicles in deep water.
  • Prevent NPC duplications when climbing stairs and colliding with a monster.
  • Prevent zone activities from working across z-levels.
  • Fix lighting of exterior walls by player-held light sources at night.
  • Move control laptop time investment to be before hacking attempt.
  • Respect `looks_like` for memorized tiles.
  • Disallow pseudo items in crafting component selection.
  • Fix calculation of chance to persuade NPCs to train.
  • Npc: fix NPC followers not closing doors.
  • Serialize recipe charges.
  • Fixed NPC dialog around lying and succeeding at missions.
  • More mall background tiles will match floor.
  • Stop people from randomly mutating new hair styles.
  • Silence error message when monster AI traverses an off-map vehicle.
  • Fix handling of NPC passenger removal.
  • Fix check for available wheels when changing tires.
  • Disallow washing in the dark.

Performance

  • Optimized mapgen when generating homogeneous tiles (empty air or all rock).
  • Shadowcasting optimizations for ~10% performance speedup.
  • Fix memory leaks in cata_tiles.
  • Switch from rand() to a simple mix/hash function for random tiles, also more speedup.
  • JSON optimization: removed many default values.
  • Remove effective no-op in player::fire_gun.
  • Cache morale level and speed up its computation.
  • Update reload times.
  • Cache some of the pathfinding data.
  • Draw border enhancement.
  • Hugely speed up crafting GUI.
  • Fix the inventory UI slowdown.
  • Allow SDL redraws during sleep or when FORCE_REDRAW triggers.
  • Spam fewer popups while saving submaps.
  • Improve performance of damage calculation.
  • Defer autopickup item lookups until first use.
  • Cache item types for inventory; huge crafting GUI speedup.
  • Speed up vehicle::is_broken, use it a bit less.
  • Speed up some slow sections of monster code.
  • Optimize saved monstergroups to decrease save size.
  • Faster drawing of empty spaces in tiles build.
  • Skip drawing spaces in winconsole builds.
  • Performance improvement for mega vehicles with many turrets.
  • Faster inventory menus.
  • Fix weather data performance impact.
  • Implement deferred color loading.
  • Losslessly compress all tiles.
  • Don't store translated material attributes.
  • Streamline effect processing on addition.
  • Speed up cache generation in z-level mode.
  • Fix decreased performance of software rendering.
  • Remove defensive redraw, add wrefresh where needed.
  • Cache values in season_of_year and reuse on same turn.
  • Remove unneeded SDL_RenderSetLogicalSize.
  • Use map::points_in_radius instead of manual iterating.
  • Reduce Submap constant memory requirements of Cosmetic strings.
  • Reduce memory consumption for soundpacks.
  • Fix lag due to copying player objects.
  • Encode mapbuffer terrain data using RLE scheme for smaller save files.
  • Faster item layer computation.
  • Improve performance of encumbrance calculations.
  • Lazily load sound effects as they are encountered instead of at application startup unless explicitly preloaded.
  • Faster color name lookup.
  • Remove recursive call from open_or_close().
  • Performance boost for SDL drawing using color modulated textures.
  • Improve sorting large numbers of items into zones.
  • Optimize inbounds check and reactor lookup.
  • Large optimizations to dynamic lighting via a fast exp approximation.

Infrastructure

  • Allow multifunctions containing both iuse_actor and cpp iuse_method.
  • Overhauled mapgen to allow more flexible specification of map features.
  • Better help menu for command line invocation.
  • Moved mutation definitions to json.
  • 3D map infrastructure.
  • Move NPC dialog to json.
  • Use lightmap consistently in both curses and tiles.
  • More flexible menu filtering system.
  • Moved special tool items to json.
  • Moved vehicle spawns to json.
  • Methods to transform buildings after generation, i.e. to make them looted or barricaded.
  • Cleanup and extension of sound system.
  • Unified bullet disassembly handling.
  • Overmap saves moved to json.
  • Removed a lot of redundant default json entries.
  • Allowed arbitrary items to have artifact properties.
  • Migrated worldoptions, autopickup to json.
  • Add separate flag for electronic systems control.
  • Added zombie movement unit tests.
  • Put the crafting gui code into it's own module.
  • Add method to check if item can holster another.
  • Apartment Tower JSONification.
  • Add soundpack support.
  • Added example jq scripts for JSON parsing.
  • Wrap up _("translated weight units") to the dedicated function.
  • Re-seed RNG after choosing tiles.
  • 8-way rotation of some ascii line drawing characters for vehicles.
  • Automatically rotate movement in isometric mode.
  • Fix weighted list RNG on platforms with a different RAND_MAX value.
  • Add function for temperature conversion (from F to C).
  • Use wchar_t for all potentially-wide-character handling.
  • New road mapgen to replace mapgen_road_*()
  • Jsonized monster attacks.
  • Factor out drawing primitive algorithms to a separate module.
  • Remove hardcoded moves cost when unloading from containers.
  • Weather Reader reworked.
  • Adds Prying quality, adds helper functions for quality checks.
  • Better NPC complaints.
  • Implements magazine wells.
  • Customizable bite attacks.
  • Add inheritance, strict and bounds-checking to MONSTER.
  • Allergy flags instead of allergy materials.
  • Move turret monattacks to a json actor.
  • Vehicle weight cached, more realistic.
  • Implement Lua wrapper to store and use either value or reference objects in Lua.
  • Create Blank Building Template.txt
  • Comestibles support inheritance.
  • Add lifting and jacking requirements to vehicle modification.
  • Extend 'generic_factory' + aliases + use the factory to manage terrain objects.
  • Add compiler LTO support.
  • Use center_print() function in appropriate places.
  • Use trim_and_print() instead of locally introduced function trim_to().
  • Display NPC needs in debug menu for AI development.
  • Implement string id for tool qualities.
  • Support inheritance for vehicle parts.
  • Augment and use map::water_from() to handle crafting requirements.
  • Move the scent map into a dedicated class.
  • Convert manual memory management to automatic using unique_ptr.
  • Make NPC class id a string_id.
  • Convert lab_notes and hints to use the snippet system.
  • Item burning code rewrite, exploding magazines.
  • Jsonize NPC class stat bonuses.
  • Spot checker for FoV scenarios.
  • JSONize NPC talk tags.
  • Wrap file reading into utility functions.
  • Units wrapper class for volume.
  • Specify vehicle part repair requirements in JSON.
  • Adding a call to add per-minute LUA callback.
  • Move mission dialogue to json.
  • Add inheritance support to generic factory.
  • Better handling of item templates.
  • Move crafting rig definitions to JSON.
  • Split engine load in to electrical and propulsion.
  • Fuel efficiency tests with targets.
  • Jsonize mutation hunger, thirst and fatigue rates.
  • Rewrite trap loading to use generic_factory.
  • Encapsulate the WINDOW pointer in class game in unique_ptr.
  • Add char_validity_check unit-test.
  • Use dedicated type for mass/weight values.
  • Use get_files_from_path instead of platform dependent code.
  • Implement and use a copy_file function.
  • Added ability for mutations to spawn items via JSON.
  • Added the ability to load mods from user_dir/mods.
  • Add wrapper function for finding suitable points for mapgen.
  • Display float options in the correct decimal format.
  • Ranged balance unit test.
  • Use a wider type for symbols.
  • Json formatter.
  • Jsonize mutation armor.
  • Mapgen palettes.
  • Changed recipes to use filament group.
  • Use variadic template functions instead of plain C-like variadic function arguments.
  • Move class map_item_stack into separate header and source files.
  • Load only base_colors file when it is available.
  • Switch OS X locale detection to CoreFoundation.
  • Normalize colors for alternate map keys.
  • Implement time_point and time_duration classes.
  • Extract events system to separate class.
  • Added morale editor to debug menu.
  • Add CodeTriage badge to cleverraven/cataclysm-dda.
  • Compress Basic menu sound effects to Ogg Vorbis.
  • Unhardcoded NPC destinations (using overmap locations)
  • Improving modding support via adding ability to load game options directly from JSON.
  • Add a class to encapsulate references to a specific vehicle part.
  • Max player stamina moved to JSON.
  • Added FRAGILE_MELEE flag to represent fragile melee weapons.
  • Unicode support for SCT.
  • Update vehicleDef.py to produce better vehicle templates.
  • Move fuel and engine parameters to JSON.
  • Added pull request template.
  • Adds the Debug Bionic Power trait.
  • Fix flaky explosion regression test.
  • Detect unexpected mutation failure in the mutation unit test.
  • Jsonize large swaths of NPC dialogue.
  • Enhance generation of forest tiles with terrain-dependent furniture and forest composition attributes.
  • Conversion of nutrition to calories (kcal).
  • Allow constructions to spawn byproduct items.
  • Implement proper vehicle part iterator and range.
  • Add script to generate Changelog from SUMMARY lines in Pull Requests.
  • Make input timeout context-specific.
  • Npctalk to JSON: Move most NPC dialog to JSON.
  • Properly implement time duration string alignment.
  • made_of_any(materials) for creature.
  • Add the option to create Changelogs grouped by Build to generate_changelog.py
  • Add support for deferral of player movement, use it to fix two bugs.
  • Load time duration from string (containing units).
  • Converts monster size to weight and volume.
  • Replace usage of sentinel tripoint_min with cata::optional.
  • Add more functions to vpart_position and vpart_reference
  • Better clarity in item description code.
  • Clean up handling of vehicle power to always use watts.
  • Add error reporting to many calls of SDL function.
  • Do not ask for retarget when opening projects in Visual Studio.
  • Print the Cataclysm version number in the debug log.
  • Fix foldstring ignoring multiple linebreaks
  • Make point and tripoint literal so they can be used in constexpr contexts.
  • POSIX backtraces now work for installed binaries and position-independent executables.
  • Improved CI infrastructure error handling.
  • Allow explicit specification of overmap special connection type.
  • Find or create overmap special after overmap generation.
  • Basecamp, faction camp: start merging faction camps into basecamps.
  • Better statistics in tests.
  • Upgrade tests to Catch2 2.5.0.
  • Show debug logs during tests.
  • Missions: autoset monster_kill_goal for KILL_TYPE and KILL_SPEC.
  • Missions: Move some start functions into JSON.
  • Add tracking of overmap special for placed terrain.
  • Faction camps: consolidate and clean up farm code.
  • Basecamp: try to regularize mission starts and mission returns.
  • Unhardcoded comfort, warmth and feet fire bonus values for furniture.
  • Reorganize NPC backstories into their own folder.
  • Enable JSONized placement of overmap specials at mission start.
  • Split sound functionality out of sdltiles.cpp into its own file.
  • Split comestibles.json into many files.
  • NPC expertise infrastructure.
  • Changed butchery to use JSON for drops, for all butchery actions.
  • Show test times in CI results.
  • Add tool qualities to the game for later use in scientific tools.
  • Replace tag_colored_string with colorize.
  • Run tests for CMake CI build.
  • Simpler test randomness seeding.
  • Enable functional boats phase.
  • Npctalk: add more conditions and dynamic line options.
  • Npc: remove hardcoded mutation modifiers to opinions and use JSON values
  • Adds not-quite implemented basic analytical tools for chemistry.
  • Fix city districts and increase default size.
  • Npctalk: add u_sell_item effect.
  • Npctalk: add a simple pseudo-switch for responses.
  • Fix NPC class loadout selection.
  • Npctalk: add mutation threshold flags, static and starting NPC traits, and a basecamp count.
  • Document units for power and energy_consumption.
  • Replaced hardcoded terrain list with checking of terrain flag.
  • Change within_visual_range function to reflect usage.
  • Allow more specific control over tests run in CI.
  • Improves structure of background stories to prepare for other types of inquiry.
  • Improvements to player_activity regarding distractions.
  • Npctalk: add true/false responses and CONDITION trials to JSON.
  • Allow flag-based blacklisting and whitelisting of overmap locations on a per-region basis.
  • Npctalk: add a bunch of new options to JSON.
  • Rationalize Visual Studio compatibility code.
  • Mutation loading now uses generic_factory.
  • Make route_adjacent available to all activity handlers.
  • Moved wind generation variables to regional_map_settings.json.
  • Npctalk: move NPC needs to JSON.
  • Npctalk: move NPC follower AI rules to JSON.
  • Npctalk: move almost all dialogue into JSON.
  • JSONnizing CBM slot feature.
  • Land Use Codes infrastructure.
  • Moves allergen handling vitamin absorption to JSON.
  • Refactor advanced inventory item movement to use activities.

Build

  • Support for finding alternate versions of build tools.
  • Lots of forward declaration and #include cleanup to speed up compilation.
  • Addition of many unit tests.
  • string_id, a typesafe and efficient wrapper for string identifiers.
  • Makefile supports various standard environment values.
  • Add dmg distribution target to makefile.
  • Tiles support on OpenBSD.
  • Add an easy makefile option to compile every localization file.
  • Set -mmacosx-version-min to 10.7 using clang.
  • JSON regression check.
  • Throw exception on debugmsg in unit tests.
  • Bump minimum supported compiler versions.
  • Use ar from cross-compiler's toolchain.
  • OS X. Support building .dmg packages for curses version.
  • Makefile: add USE_LIBCXX flag
  • Fix bundling liblua on OS X
  • Fix OS X launcher script.
  • Fix for old clang versions that don't like empty initializers.
  • Disable C4146 error in MSVC
  • Add mod support to unit tests.
  • A workaround to avoid a suspected MSVC code compilation issue.
  • Fixed clang crash on OS X.
  • Attempt to recover from no git in CodeBlocks project.
  • Graceful migration of legacy savegames.
  • Handle obsolete items in mods.
  • Fix ARM compilation issue.
  • Update CATCH to v1.5.8
  • Support loading worlds from CLI.
  • Always require RFC 4627 compliant JSON.
  • Include numeric to fix OSX compile.
  • Add a switch to retain debug symbols for profiling.
  • Update MXE ICE workaround to blacklist anything targetting x86_64-w64-mingw32.static
  • Don't keep _GLIBCXX_DEBUG when DEBUG_SYMBOLS is set.
  • Allow installation in a path with whitespaces.
  • Add a compile mode that checks for printf format errors.
  • Fix Makefile not respecting 'FRAMEWORKSDIR' exported to environment.
  • Bionics regression test, currently "item consuming" ones only.
  • Add explicit instantiation of string_id::NULL_ID to make clang happy.
  • Enable unit tests in Travis builds.
  • Enable coveralls support.
  • Add man pages for cataclysm and cataclysm-tiles.
  • Add files recommended for UNIX desktops.
  • Streamline the color loading from JSON in SDL and Windows console builds.
  • Add MXE compilation and Wine testing to .travis.yml
  • Fixed compile problem in VS.
  • Add codecov.io to .travis.yml
  • Allow use of Clang through MinGW.
  • Fixed makefile to use pkg-config instead of ncurses5-config.
  • Fix the OSX cross-compile.
  • Put 'gold' really in use when linking.
  • Add equality operator to tripoint_range.
  • Add gcc 7 and 8 to build matrix.
  • Snapcraft Build recipe added.
  • Fix compiler errors on clang-7.0.0-svn
  • Sort object files to link them in reproducible order.
  • Update .desktop and appdata files in data/xdg.
  • Add Dockerfile for building and experimenting on Debian.
  • SDL windows: allow HDPI displays
  • Makefile updates for MSYS2.
  • Properly work-around broken SDL 2.0.5 key events on Linux.
  • Debug stack trace & crash handler for Windows.
  • Add PR validator to ensure use of a summary line.
  • Android build standup.
  • Add unit test for NPC movement fixes.
  • Fixed Android build regression.
  • Change MSVC configs to build test executable.
  • Faster builds with CMake.
  • Vehicle power test: make it more consistent.
  • Visual Studio solution with vcpkg support.
  • Use travis build stages.
  • Run tests under AddressSanitizer in Travis CI.
  • Sort generated lua bindings source file to allow reproducible builds.
  • Adding astyle to deb/ubuntu packages.
  • Automate changelog generation.
  • Add macOS to travis-ci builds.
  • Added VS solution to build statically linked executable using vcpkg.

I18N and A11Y

  • Localizable HP bars.
  • Implement printing aim accuracy as numbers.
  • Textual vehicle facing indicator.
  • Translatable moon phase.
  • Fix of untranslated (sub)category in crafting gui.
  • Dont' dynamically initialize using gettext.
  • Make vitamin and fault and mod targets translatable.
  • Fixed terrain name translation.
  • UI improvements (for easier translation).
  • Allow Unicode strings as item symbols.
  • Add comment for translators about mutation UI.
  • Add Chinese main menu ASCII art.
  • Allow json_flags to be translated.
  • Display localized "Really quit?" string in main menu.
  • Fully handle language changes.
  • Install only specified translations for curses version.
  • Extract text field of morale_type for translation.
  • Fix refugee center NPCs' unlocalized names and occupations.
  • I18N-ize action menu entries.
  • Ensure consistent string order in translation template.
  • Fix interference effect of radio messages in localized version.
  • Add Polish language.
  • Better docs for translators.
  • Add 'translate_marker' macro for xgettext to extract strings for translation.
  • Windows language detection and selection.
  • Load names when the language settings change.
  • Display l10nized tab names when creating new world.
  • Link against ncursesw if L10N enabled.
  • Make user-facing error messages translatable.
  • Many, Many new strings and menus are translatable.
  • Provide context for translating strings of monster abilities.
  • Allowed recoil level to be translated.