Category:0.C (Cooper)

From The Cataclysm: Dark Days Ahead Wiki
Revision as of 00:02, 12 March 2016 by Mattamue (talk | contribs) (Mattamue moved page 0.C (Cooper) to Category:0.C (Cooper): Consolidating version link with category)
Jump to navigation Jump to search

0.C (Cooper) is a version of Cataclysm that was released on March 11, 2015.

Downloads

Release Thread

Change Log

Highlights

  • This release also brings the long-requested DeathCam system, which lets you see the aftermath of the glorious fireball or atrocious trainwreck that was your demise.
  • Gun users will notice a new aiming menu, you now spend time to steady your aim, do you take the shot now, or wait until the zombie gets a little closer?
  • Tailoring-oriented survivors (and who isn't?) will note the new tailor's kit item, which lets you add insulation or protective patches to your clothes.
  • Survivors with gigantic deathmobiles may appreciate the new turret options, including being able to enable/disable individual turrets, and being able to fire some turrets manually.
  • Finally, for survivors with, shall we say, "well-stocked" bases, there are massive improvements to performance when there are many thousands of items nearby.

Features

  • Infighting! Monsters now have factions assigned and will attack other monsters from opposing factions.
  • Meteorology! Featuring all-new thermometer, barometer, and hygrometer, as well as an all-inclusive weather station.
  • Now we can finally talk about the weather, as we've always wanted. (disclaimer, you can't chat about the weather with NPCs)
  • You can warm yourself up from a nearby fire.
  • Change car batteries without any tools, truck batteries with just a wrench, or install swappable storage battery cases and add/remove storage batteries to your heart's content. Electric cars come with cases for their storage batteries by default now.
  • Many vehicle parts are now foldable, enabling you to have a more complete folding bicycle (or wheelchair).
  • Aiming! You can now spend time when aiming a ranged weapon to improve your accuracy with it.
  • The patented DeathCam™! You can now watch what happens after your epic death: is anything left of you after that massive fire burns itself out?
  • Rifle straps! Mount one on your gun and just wear it when you're not using it.
  • Some cars have alarms now, and you can try to bypass the alarm and unlock the controls.
  • Better interactions with worn items, such as auto-retrieving stowed items from them.
  • Toggle modes for each vehicle turret individually.
  • Manual fire turrets.
  • Cameras mountable on vehicles to extend view area.
  • New drive-by-wireless system for cars, remote-control full-sized cars!
  • Clothing modifications (padding and reinforcing).

Infrastructure

  • Diseases are configurable from JSON and applied as relatively generic status effects.
  • Pedal/wheelchairs/paddles united as a "fuel type".
  • About half of the item types are now composable, for example you can easily make a "wearable gun", or "wearable tool" now.
  • Overhaul and simplification of map data handling.
  • Simplification of gun and gunmod handling.
  • Restored building under MSVC.
  • Build performance improvements via removing unecessary includes.
  • Simplify handling of vehicle coordinates.
  • Visibility checking API cleanup.
  • Unified filesystem API.
  • Extracted activity handlers from game.cpp
  • Sound processing moved to a dedicated module. (in-game hearing, not the game making sound)
  • Moved some shared logic from player to character.
  • Streamlined obsolete mod handling.

Balance

  • Gun mods aren't just a free-for-all when reaching marksmanship level 1 anymore -- instead, they each have different skill requirements to install.
  • Canes, cudgels, and umbrellas now work as improvised fencing weapons.
  • Gunstores are all locked up.
  • Muscle-powered engines can run alternators now.
  • Muscle-powered engines cause thirst, hunger and fatigue.
  • Split out more layering locations and layers, but made layering penalties harsher.
  • Nerfed shrapnel from bombs in general, they are MUCH less effective against armored enemies.
  • Monsters with many weapons semi-intelligently choose which ones to use.
  • Tuned skilling progression for making archery items to allow bootstrapping.
  • Unfletched arrows no longer count as ammunition so they don't clutter your firing menu.
  • Some monsters have a small amount of nightvision, Now you will learn why you fear the night.
  • Enabled trading with starting NPC at game start.
  • Slowed tankbots down so you have a chance of running away from them.
  • Zombie master special now picks from every zombie, not just a small list.

Content

  • An abandoned farmhouse may spawn in the forest from time to time, with a sad story behind it.
  • Tanning with trees! Blackjack oaks now spawn, and can provide tanbark.
  • Electric chainsaws and jackhammers now exist in the world.
  • Destructible bridges! They can be smashed, they have sidewalks, and are a source of rebar.
  • Straw! Get it from the hay in farm barns and make yourself a nice straw hat.
  • Battery mods (extended battery, rechargeable battery, etc.) can now be removed by applying a screwdriver.
  • Wool and felt are now usable materials.
  • Lots of clay and pottery recipes/items.
  • Diesel fuel/engines/pumps.
  • Lots of comestibles and recipes for them.
  • Buildable concrete and brick walls and roofs.
  • Flu shot that actually innoculates against flu.
  • Metal tank furniture similar to a keg, but easier to make.
  • Lots of new clothes and recipes for them.
  • Large amounts of chemical and metalurgy additions, lots of bombs and rockets.
  • Interior lights for vehicles.
  • Fire engine, with a water cannon!
  • Occasional mineral drops when tunneling (limestone so far).
  • Zombie technician gained a disarm attack.
  • Student professions.
  • Generic spiritualist content.
  • Craftable canned food and recipes.
  • More farming content and recipes to make use of them.
  • Even more houses!

Inferface

  • Butchering can now be used to cut up items, too. Also, you can now salvage _all_ the things (in a tile) in one keypress.
  • Item descriptions now tell you what you know you can craft with them. No more wondering what those stupid copper tubes are good for.
  • You can now choose to ensure that items you pick up never get wielded, keeping your hands free -- useful when you want to be using a martial arts style that's primarily unarmed.
  • Foraging just... happens. Without prompting you (Y/N?) every (Y/N?) time.
  • You can now choose to re-roll a random scenario along with your other random character generation things.
  • New item action menu, trigger items without rooting around in your inventory!
  • Option to merge all cash card charges into one card at an ATM.
  • Laser-dot targeting now triggers safe mode.
  • Streamlined vehicle construction menu by adding a shape select menu to parts that have multiple symbols.
  • Added tabs to vehicle construction menu to help manage all the parts.
  • Sound symbols persist until the end of the player turn, and can be examined for a description.
  • Warning prompt about activated items when sleeping or waiting.
  • Item names now have HP bars displayed with them.
  • Add V-menu (nearby items/monsters) to peek command.
  • Add filters to advanced inventory.

Performance

  • MASSIVE improvement in performance when there are large numbers (thousands) of items nearby.
  • Added a clustering algorithm for monster hearing that improves performance when there are many (thousands) of monsters on-map and making noises.
  • Iterate across map structures in cache-friendly way.
  • Avoid saving/loading sections of map that aren't interesting (like solid rock).

Bugfixes

  • Doors and windows no longer hold up the roof! Hopefully preventing collapses from zombies breaking into your shop.
  • Solar panels now _just work_ (as long as they're above-ground and it's sunny).
  • Fixed dark temple finale by enhancing the dark wyrms that it spawns.
  • Fix slow vehicles getting stuck in reverse.
  • Fixed free blocks when player had no block techniques.
  • Make effects that damage all player bodyparts use the same armor code as other attacks.
  • Scale damage to armor based on its coverage so e.g. power armor isn't ridiculously vulnerable to acid.
  • Fatigue can no longer go so negative that you don't need to sleep for days.
  • Unify vehicle fuel handling.
  • Game remembers which mutations you had activated.
  • Fixed turrets shooting through doors.
  • Fixed bug that was making gun recoil be too low.
  • Fixed bashing corpses with blunt objects.