0.6 (Samedi)

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0.6 (Samedi) is a version of Cataclysm that was released on 2013 June 22.

Downloads

Release Thread

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.