Changelog
Changelog
## Features:
Tilesets: Automatically prevent occlusions via semi-transparent sprites (similar to
retraction)
Add parametric mapgen to consolidate similar basecamp definitions
Activities can fire EOCs
Added full mouse support to the keybindings screen
Prevent attacking neutral critter via move in safemode
Fix and enhance camp radio tower
Added sorting, showing&hiding pocket contents, and scrolling via mouse in inventory
screens
New game event that triggers on load or new game start
Add option to hide bionics
Allow JSON monster special attacks to use the dialog condition system
Confirmation before attacking neutral mobs
Unhardcode and rework grabs, ranged pulls
EOCs can have context vars that can be passed into nested EOCs
Pockets overflow into their parent pockets if possible
Stored conditionals for EOCs
Make portal storms mobile.
Reusable Random Encounters Code
Allow mutants to walk underwater
Add support for running and smashing animations
Allow zones to interact across multiple Z levels
Creatures can stumble into invisible players to discover them
Add molting for exoskeleton mutations
3D vision of lower levels with distance fog
Rework MA tech requirements
Allow NPCs to read E-books - new activity added
Allow mutation transformation using the normal mutation rules
Implement setting direction for appliances and add a directed floodlight appliance
Asynchronous animations including sprinting and smashing
Added enable and disable mutation EOCs
3D vision for isometric tilesets
Unhardcode dragging, grab fixes
Make vehicle doors lockable and pickable
Implement export&import of the protagonist and follower NPCs
Expand grain farming and adjust seeds
Creatures above cast shadows onto tiles below
Apply different messages at different effect intensity levels
Player character now can get sick with common cold or flu only after contacts with
NPCs or ferals
Generate vehicle prototypes from in-game vehicles
In-game Armor sprite change
Cockroaches flee light, hide under furniture, eat corpses, and breed faster when
fed
Cataclysm and game start dates are to be set through scenarios
Friendly NPC crafting by crafting menu
Functionality to drop items off ledges/cliffs onto creatures below
NPC fleeing behaviour adjusted and slightly improved
Adds basic vehicle proficiencies for driving and boating, as well as athletic
proficiencies which increase muscle engine output.
Add overheat mechanics to energy guns.
Sound-triggered traps
Item transformation can now pick variant items to transform into
You can now collect grappling hooks and ladders from the ledge above.
Adds priority parameter for special placement
Professions can start with multiple martial arts
Microlab Mapgen is now parameter based.
Allow NPC_DEATH EoC to prevent npc die
Allow NPC doctors to install and remove CBMs from player allies
Look up and down with 3d vision off
Add ignored_monster_species spell parameter
Monsters affiliated with factions will watch for theft of faction items
Allow gunmods to make changes related to gun overheat.
Items that can heat up food (microwaves, coffeemakers, chemistry sets, etc) can be
used or reloaded from an adjacent space without picking them up.
[EoC] Condition for asking the player to select a tile
Allow martial arts techniques to trigger on reach attacks.
Adds a confirmation prompt if you are the target, or in the AoE of, your own
damaging spell.
Ledges provide sight coverage
Add foreach function to EoC
Add Map related EoC functions
Allow messages to parse nested tags
Allow using snippets in item descriptions
Infectious diseases (cold/flu) have an invisible incubation period, and start with
milder symptoms
Weapon Proficiency
Fixes NPCs being too afraid, makes swarm danger assessment more robust
Add option to switch between outfit (when available) at chargen
Animals have stomachs, digest food, and benefit from eating
Enable NPCs to reload magazines in their inventory
Liquids crafted at camps will try to be placed inside zoned terrain/furniture that
can hold them(LIQUIDCONT)
Hauling overhaul: you can choose which specific items to haul, whether to
automatically haul new items, or haul items by filter
The player can gauge an NPC's personality during dialogue with them
The Han Solo Special: NPCs identify when fleeing is failing. Also adds flee modes
and panic.
Boomer bile is slippery, causes pinkeye, and is blocked by waterproof eyewear
The map changes as you travel east-west and north-south, revealing either rural
areas or oceans and megacities
Furniture/terrain have semi-persistent damage from being bashed
Rework Character::overmap_sight_range to allow night overmap sight through mutation
re-add pre-seeded hordes, make them unconditional, and show up even with wandering
hordes disabled
Allow for a "variant" field when using the add_trait effect
There's an ocean in the East (or wherever you set the json) now. NBD. Feel free to
add content for it.
Make run_eocs/queue_eocs support variable objects
Protein bars now give character a psychological trauma
Adds sand to ocean beaches
Toggle to highlight OMTs revealed by maps
Adds extreme height chargen traits, adds tools for disabled drivers
Allows dormant zombie types to be defined easily, with a simple new monster flag.
Provide a way to create a EOC with given alpha and beta talker.
[Mods] Non NE region mods have different day/night times dependant on their setting
add a profession condition for EOCs
Introduces dormant zombies and associated mechanics. They spawn in mass graves in
limited numbers for now.
Hub now offers armor set printing after HWP is unlocked
Implement basic saline infusion to help with blood loss
Adds treetops and makes trees climbable
Allow bird wings to glide
Allow whitelisting and blacklisting hobbies in scenarios, professions, and globally
EoCs support mutate_towards directly
make `u_spawn_item` to support the item group whose subtype is `collection`
Add u_wants_to_talk/npc_wants_to_talk EOC effects
Player can eat from camp larder(always). Workers receive spent food from it when
being assigned to work (requires NPC needs enabled).
Implement IME pre-edit text for CJK text
Allow effects disabling (conditional) limb flags
## Content:
Add 14 scores, 24 achievements and 5 conducts related to vehicular travel
Add generic finales for generic mine
Add new boss for physics lab
Add 4 New Apartment Complexes
Add several new bungalows
Updates to several existing maps
Add the first Exodii mission
Combat Capable Mounts
Add new Exodii NPC: Luliya
Add new weather types: mist and fog
Allow players to keep bees
Apartment complex: parking garage, lobby variants, roof additions
Crustacean mutation tree
Dead trees can be harvested for wood(once per tree)
Added a new location called survivor forest camp
Addition of non-NPC civilians for lore reasons
Nether spiders as a new bossfight for the game.
New conversion kits, guns, and calibres
Crashing ship start for Aftershock
Add more monsters to the nether monster corpse
Living lore document
Gastropod Foot Limb: Mutant limbs can be added in json
Added a small office building fortified by bandits
New location: speedway
You can now choose a new leader for your faction without dying
Adds new skateboard vehicle
Most scenarios now provide vision of the nearest city on start
Alternative resolution to clean back bay quest
Add a synagogue
Adds a chance for small, personal photographs to spawn within people’s wallets and
creates a starting pool of 34 snippets from which to pull.
Adds curved road bends, rotaries and rest stops/laybys
JSONify Defense Mode
Adds a new mission to the Exodii
Add boats to river banks
Vehicles now contain heater, and some contain AC
NPC Elvira Fish, Circulations
Adds a jeweler as a new starting profession
Add a larger “family–sized” water heater
Rework Anvils and add crude anvil
Add some backstory to Eddie McKenzie.
Add some prosthetics.
Added Bulk Storage Mounds and Piles for More Resources
Add undomesticated wild rabbits
Adds some MA techniques, improves disarming and transform certain techniques from
stuns to downing techs
adds dried garlic/chili
Adds more ways to learn bronze crafting
Updates the Portal Dependent mechanics and introduces rewards for exploring the
portal dungeons.
Cyberhorse... CYBERHORSE!
Make nuts and bolts craftable using thread cutting tool
New map extra: civilians making a futile last stand against the horde
Adds primitive cup(s)
Add residential rolling trash cans.
Adds Long awaited Exodii Sidearms
Allow diving into water to remove Mycus spores.
New Scenario: Last Stand
Boston-Chan costume set
Omelets and other egg based foods
New Epilogues for NPCs
Adds more fungalized humanoid/animal zombie variants.
Winnowing, new method of obtaining raw grain
Adds compensators, adds conflict for suppressors/barrel porting
Changes some items' material to fiberglass
New portal storm monster based off a dream I had
Add liquid recipes for faction camps
Add the star vampire, an invisible blood-drinking monster
Metamagic perks from Bombastic Perks
More trail variety
Receivers now respond for magazines you can put into the gun.
Adds 410 loads, ballistics data
Add's more fungal insect monsters, fixes bugs I forgot in last PR.
Adds most kinds of Arisaka rifles to the game, cartridges, and item spawns.
update filter guide to indicate that flags were added as filter option following PR
#70212
Adds .45 LC cowboy loads and ballistics data
Add a 1 cylinder diesel engine to the game.
Vehicles spawn on bridges
Added creatures to populate the new edge ocean.
Major board game expansion
Allow the Nunez family to move to Tacoma Commune if you help them set it up.
Lockets can store photographs
Add diet soda, because screw your free calories!
Addition of many new books, from religious texts to magazines, mainly for fluff
purposes.
Modularize Desert Eagle, add .50 AE
Addition of three new, big-sized treefrog mutants. Minor tweaks to existing frog
mutants.
Further pharmacological expansion infrastructure + adds a few new drugs that make
use of the system
JSONize Electrohack Tool
Previously Innawoods-only stream mutables are now in the main game
Added ASCII art for most containers
Making Shadow Spawn Messages editable
Adds new jewelry for black history month, such as cowrie necklaces and various
types of hair beads.
Mainlined the innawoods meadow mapgen
Light vest disassembly now drops kevlar
Add QUIETMOVES and SILENTMOVE flags, apply them to [Magiclysm] bugbears
Add 7 new frog zombie varities and audit existing frog zombies
Cinnamon for Deluxe Oatmeal
Soldiers' rifles have more/various weapon mods
readd heavy ballistic vest
Adds Chiropteran (bat) mutation line, and the subaquatic navigation system CBM
Allow monster corpse teeth to be used to make traps and weapons
Adds social/asocial mutations
Simulate hair growth over time.
Add earthworms to the game, as a food source
Add cougar kittens and fix cougar taming in mods
Boomers now leave fleshy gibs on detonation```
Pictures for House fluff
Added Hub 01 mission signposting LIXA
Crafting Musical Instruments
Additional Achievements
## Interface:
Show crafting failure chances in the crafting interface
Show addictions from hobbies in newcharacter tab
Added ability to think to yourself in the message log
Added Presets for pocket settings
Prettier loading UI for loading the save
Add min/max feedback to new character stats interface
Mouse thumb button support
Show NPC location when selecting NPC to chat with, guard, or follow
Display why vehicle parts cannot be installed
Open multiple containers in Advanced Inventory Manager
Adds the 'Mark as dangerous' keybinding to the overmap
NPC selects melee style
Add sundial, wind and radiation badge to "spacebar" sidebar
fix widget error if player has no body part
AIM: Add key to step outside containers; AIM: mark container that the other pane is
looking inside
Change description of highlighted regions when editing the overmap
Detailed information for stats on character creation menu
Larger and more I18n-friendly safemode UI
Enable/disable showing several non-player-related messages in the log
Walking into ledges examines them.
Accessible item insert menu
Show insertion failure reasons in Insert menu and AIM
Select default bodypart when applying bandage
Show zones on other z-levels in zone manager
Remember inventory show/hide all contents option state
Display what mod the contents belong to, scenario, profession, map
Find items that cover body part
Enable history for AIM and inventory filters
Make zone manager display more of zone name
Show estimated time when washing items
Selecting container mode for unloaded items
Open proficiency UI with relevant first selection
Adjust hungry and overweight coloring in sidebar
Categorize more containers by their contents
Explain why wielding an item from pick-up menu fails
Switch crafter in crafting menu to and from an ally
Add favorite category to spell casting menu
Allow scanning several books into ereader at once
Add milling info to milleable items
Add spell class selecter to spell casting menu
'Learning is disabled' message on disabled skills
Update gun mod removal UI to use inventory menu instead of a prompt; prevent
removal of gun mods with other mods installed on it
Show the mass of vitamins in food items
Melee weapons tell you your skill is too low to see melee values instead of just
hiding them
Shows the starting location for a scenario when there is only one possible option.
Show language selection window in options menu
Hide AIM during directional prompts
Keep displaying selected outfit throughout chargen
High characters now see fancy smiley faces and exclamations in their message log.
Can't accidentally select full deconstruction if simple deconstruction is available
Set priority for containers that have auto whitelisting.
Tile cover is now named concealment, because that's all it actually does.
When opening spellcasting menu, go to favorite spells tab if player has favorited
spells
## Mods:
[Aftershock] Fix the Migo mutation tree
[TropiCata] Adds more tropical flora
[Mythos] Split off Mythos creatures into self-contained mod for 0.G
[Desert Region] world generation changes
[Aftershock] Reduce deadliness and frequency of ruin robots
[Dark Skies] Remove Dark Skies Above from the main repository
[Magiclysm] Adds item enchanting to magicalysm mod
[Backrooms] Adds 10 rare artifact variants to the Backrooms
[Magiclysm Graphical Overmap] Delete Magiclysm Graphical Overmap
[Magiclysm] Another approach to animist summoning
[Xedra Evolved] Add content for dreamsmiths and dreamers
[Bombastic Perks] New mod to earn perks through gameplay
[DinoMod] Integrated mutation armor
[DinoMod] Therizinosaurus
[Xedra Evolved] Museum Location for Xedra Evolved
[Magiclysm] Adds several new professions to the Magiclysm mod
[Bombastic Perks] Added resurrecting meat monstrosities to bombastic perks
[Bombastic Perks] Forcefield and Evasion enchants
[Aftershock] Elemental bionic weapons.
[Bombastic Perks] Adds the recycler perk
[Xedra Evolved] Revamped the inventor class
Alchemy Perks for Xedra Evolved
Bombastic Perks adds Playstyle Perks
[Magiclysm] Ways to boost your caster level
Disable the Bionic Professions mod by default
Add the Mind Over Matter mod to the CDDA repository
[Tamable Wildlife] More tamable creatures
[MoM] Add additional portal storm remnant map extras
[Sky Island] Mainline Sky Island mod
[Magiclysm] Add a spell-using feral human to Magiclysm
[MoM] Add telepathic and telekinetic damage types
[MoM] Mind Over Matter-specific Research facility overhaul
[XE] Paraclesians: Elemental Races
[Railroads] New mod
[MoM] Add Enervation damage type, apply it to Eater and feral vitakinetics
[Magiclysm] Add more than two dozen spells to magiclysm
[Magiclysm] Add fantasy species starting option
[Magiclysm] Add two more playable fantasy species for Magiclysm
JSON-ize faction camp hunting returns
[DinoMod] document lore
[Aftershock] Rebalance energy weapons to use overheat mechanics
[Magiclysm] Add fantasy species ferals
[Magiclysm] Add dispel magic spells
Create the Isolation Protocol Mod: A traditional roguelike experience
[Magiclysm] Add triffid and migo mages
Clairsentients can have premonitions about Defense Mode events.
Aftershock: New Sci-fi military Gear
Make some non-combat MoM utility powers toggleable
Aftershock: Add a shotgun mod that turns shotguns into coilguns
Aftershock: Add a new outpost location that can spawn modded tools
Add Sense Minds Telepathic power
Add scaling to Metaphysics XP gain from powers, add penalty for power failure
Add the HAS_MIND flag to appropriate monsters in in-repo mods
XE: Add gossamer material and clothing
XE: transformation potions to top level alchemy perk
MoM: Add PSI_NULL species to interact with "ignored_monster_species" JSON parameter
[MoM] Add a new power class Photokinesis
[MoM] Add calorie cost for psionics
[MoM] Prevent psionic creatures from using powers if nullified
Make Aftershock and Aftershock: Exoplanet compatible with Defense Mode.
Allow escape pods to carry loot planetside.
[MoM] Add mi-go psions
[Innawoods] Added meadow mutable
[MoM] Drain overhaul + Power Maintenance overhaul
Aftershock: Add Landing Pads
[DinoMod] Animal Food Matters
[MoM] Separate NO_SPELLCASTING from new NO_PSIONICS
[MoM] Tinfoil hats protect against telepathy (sometimes)
[MoM] Add Electrokinesis path
Add more customizable options to Defense Mode.
[MoM] Separate psi_stunned from stunned
[MoM] Gain more Nether attunement in Nether areas
Add Bombastic Perk compatibility to Defense Mode.
[Backrooms] Autodoc special and long-term progression tweaks
[MoM] Add Project PHAVIAN skyscraper lab
[MoM] Add telepathic dampener```
[Xedra Evolved] Revamp spell learning system
[MoM] Add ability to take longer to channel powers in exchange for ignoring focus
[MoM] Add Transporter beacon and remote, using matrix technology for long-distance
travel
[MoM] Psion NPCs
[Sky Island] teleporting items back home
[MoM] Change electrokinetic overload
[Sky Island] Allow selection of room teleport behavior
[MOM] Allow high nether attunement to induce hallucinations.
[ Sky Island ] Warp Pulse UI
Paraclesian Map extras
[MoM] Power learning revamp: Biokinesis
[Sky Island] Lots of updates
[MoM] Change success formula for psionic powers
[DinoMod] plesiosaurus
[MoM] Power learning revamp: Teleportation, Electrokinesis, Clairsentience and
Telekineseis
[Xedra Evolved] Add Great Tree elemental eruption map special
Aftershock: Add the Port Augustmoon Station
Add WIP Limb Stuff Mod
Replace global_val with context_val in Bombastic Perks documentation.
[Magiclysm] Rebalance enchanted combat loot
[Magiclysm] Reduce mana cost of some of the spells I've written
[Magiclysm] Ogre revamp
[Magiclysm] Greatly increase the number of (weak) spellbooks in people's homes
Update Galvanic Aura to Concentration power and fix other errors
[Magiclysm] Add wizard version of LMOE
[Magiclysm] Add fantasy skin colors
[Magiclysm] Even more spells
[XEDRA] Adjust Magnetic Holster Values
[Magiclysm] Add "of elvenkind" items
[Magiclysm] Goblin encampment / orc village revamp + additions
Fix Brackenwight special attack message
[Sky Island] Take NPCs on/back from raids
[MoM] Final 0.H Fixes
[Magiclysm] Add spells that allow you to gain the various +mana traits
[Magiclysm] Last Mage on Earth start
Tamable Wildlife: add Cougars to list of tameables
[Magiclysm] Add spellcasting proficiencies.
XE: Trait to avoid learning dream magick
Too much pain shuts down your powers
Edit spell UI word choice when using psionics
[MoM] High levels of weariness turn off your powers
More specific messages for being unable to use supernatural powers
[MoM] Edit portal storm conditions to support moddability, use that for Telepathic
Shield in MoM
XE: Trait to avoid learning dream magick
[MoM] Oubliette works on NPCs now
[MoM] Utilise test_eoc functionality to reduce duplicate conditions
[MoM] Power maintenance message change
[DinoMod] Iguanodon
[Bombastic Perks] Add more perks
## Balance:
Cap melee skill gain based on monster melee skill
Simple deconstruct is much faster
Add denim as a material and buff jeans
Removed scent tracking from certain zombies
Cody can make chainmail armor and charges more
Rework melee, unarmed, dodge, cutting, stabbing, and bashing practice recipes to
limit higher level practice actions to books
Remove flaming eye phantom melee attack that can disrupt aim
Converts most of the armor and clothing still using the old limb system to the new
system with sub-limbs
partial skill levels contribute to most game tests
Portal Storm Coherency Pass
Stop zomborgs from exploding on death
Add a more accessible holy symbol mission, replacing the small relic one
Most materials now burn at least a little slower than gunpowder
stationary monsters don't let you train throwing to high levels
player can drag heavier vehicles
difficulty to repair depends on what the thing is made of instead of its crafting
difficulty
Hound afterimages also copy their host nicknames
The player is substantially less effective with guns at low skill values
Lycra is less protective
BMI has a less all consuming impact on how healthy you are
Being badly wounded will always allow you to swap characters in camp while you heal
Intelligence provides a multiplier to current focus rather than adding to its value
More monsters fight back if cornered
Higher dodge skill lowers the stamina cost to dodge
Adds a mutable stream to the mapgen
Limit the times assassins can try to kill you.
Increase plastic variety, adjust plastics to be more realistic in terms of
protection
Characters start with basic skills from their previous life
Climbing down stepladders is now safe; climbing down ledges tells you how risky it
is.
Add NO_SPELLCASTING flag to Stunned effect
Improve pets' ability to use stairs
Make ferals actually feel like human enemies instead of weaker zombies with range
attacks
Allow metal wreckage to be used for cutting
Slimy mutation helps you escape grabs
Caffeinated gum is now only slightly stronger than a cup of tea.
Improved path for intelligent monsters
Make safe place starts safer
Touch up pawn shops with better loot
Prevent staunching bleeding while driving
Threatening to kill NPCs(recruitment) is more likely to make them hostile
Backup generator is much more powerful
Bulk unloading and dropping items saves time cost
Fragile Clothing will degrade if its dealt damage larger than 15% its armor value.
Professions can start with specific recipes
Food irradiation slows food decay to a quarter, instead of making it last forever
Activity suit is actually waterproof, soft surfaces are less slippery, boomer
ondeath effect can be resisted
Visitors Passes and Freight Badges no longer reveal roads
Hub14 no longer gives infinite pricey schematics
Removed FANCY and SUPER_FANCY from a bunch of items
Pianos can be fast-deconstructed and thus be moved as an item
Obsolete trickle charger CBMs
Bring ice axe in line with reality
Audit remaining magazines (.223, 9mm, .308)
Update books.json to rebalance religious book spawning
Retuned frag grenades to be less effective against ballistic armor and lose power
over distance faster
Remove rapid strike from knives
Instability no longer accumulates or decreases; it depends on how many mutations
you have, and how many are outside of your current tree
Pain is painful
Pain was a bit too painful
shoggoths cannot eat artifacts
## Bugfixes:
Crafting GUI: show how much recipe makes for non-charge items
Monsters add weight to vehicle when on boardable parts
Make AUTO_PICKUP_SAFEMODE also consider ignored mobs
Reset daily health at the end of each day
Food inside sealed containers is properly labeled as such in the [E]ating menu
Prevent autodrive from dropping vehicles in holes
Allow room for starting NPC when picking player starting position
Determine how much you can squish a soft container by its contents
mutate_towards accounts for bionics which CANCEL but don't CONFLICT with mutations
Fix files after a symlink in a directory all treated as symlink on Windows
Fixes marina spawns
Fix NPCs unable to trade items away if they have no pockets
Display IME candidate list and composition text correctly on Windows
Fix dark gray in the ncurses client for terminal emulators that support 256 colors.
Fixes mobile home park road connections
Flush map buffers after failing to create starting location
Smart controller supports using only one engine
Disassembly doesn't return items with UNRECOVERABLE flag
Feral cops become zombie cops
Fix wall cling phasing through floors
Add ability to remove plants from planters without destroying planter
Prevent broken vp in-place replacement when racked
Spellcasting tools no longer waste charges if you cancel out and don't actually
cast the spell
Fix using unload_everything zone to remove gunmod gets copies of gunmod
Ferals can use their guns in GG
Prevent fire damaging unbreakable items
Fix energy guns(AFS) on NPC
Faction camps now distribute calories based on actual calories and not default
calories
Fix calculation for inserting into nested containers
Make copy-from copy terrain/furniture examine actions
Prevent mission marker from being cutoff in the overmap
Exodii will now properly be mad at you if you steal all their resources from stone
barns
NPC morale modifiers now updates regularly instead of being permanently applied
Fix UI and accessibility issues in the overmap UI and character creation menu
Fix unicode path encoding error in Windows MinGW build
Difficulty 0 recipes are no longer arbitrarily difficult
Make EOC u_sell_item() actually transfers the items' ownership
Improving NPC shooting frequency
Enable death effects on limited lifespan monsters
Make Hub01 globally unique
Charge integrated magazines when plugged in
Don't allow to scan books that are owned by other characters
Fix NPC putting items in open air when fetching items during an activity when 3D
FOV is on
Trees and other FLAMMABLE_ASH terrain leaves behind ash when burned down
Do not report monsters breaking free of unknown grabbers if the player cannot see
them
Allows certain docks to be placed on non-flowing shallow and deep water.
Fix the epilogue for the New England Church Community
Flat armor penetration is spread across all armor layers instead of applying its
full value to each
Fix tow cables being unable to connect different vehicles
Smashing now incorporates any MELEE_DAMAGE and STRENGTH enchantments
'w'ield menu will now correctly trigger a steal warning when wielding an item that
does not belong to player
Allow crafting tools to use linked electricity
Don't get randomly sick anymore
Itemgroups can seal containers
Spawned corpses should now spawn with and contain their clothes
Can no longer get stuck for days thinking about working out if you're a WIMP with
NEGATIVE WORKOUT TIME
Prevent car from spawning into a house wall
HP widgets gets equivalent bodypart
Fix grainy glyphs in blended font rendering mode
Stop dodging good spells, fix uncanny dodge spell crash
Fix and improve NPC randomizer
Make sure overconfident officers reliably drop their guns
[MoM] Fix zombie telepathic stuns
Fix appliance power drain display right after plugging in/unplugging device
Fix items and furniture being deleted from grappling hook usage
Randomly generated characters are now aged appropriately to their profession
AIM: Display correct truncation of container names
Fix visible tiles revealing invisible tiles below
Fix furniture & vehicle map memory refresh
Monsters can go down ramps
Don't teleport items to the ground if the vehicle storage destination is full
Fix Free Merchants Broker price calculation of non charge based item
Skip auto sorting items that don't belong to you
Use correct actor in bulk trade messages
Your nemesis will still hunt you even if you spawn on a roof at the start
Picky eaters won't drink unsavory drinks
Corrects duplicates /the/ in martial arts techs messages
Gas masks only use charges on fields with gas_absorption_factor set
More background stories: actually access them
All weapon proficiencies can be learned by hitting
Fix items applying effects multiple times when transformed
The effect "corroding" should only be added when causing damage
Climate control was 3.7x stronger than it should be.
Allow sandwiches to be made using toast
Reduce NPC faction camp task slowdown & fix save data bloat bug
Fixed some items to cause multiple addictions
Allow NPCs to teleport without the player
Prevent infinite loop when spawning monsters
Fixed laser weapons mounted on vehicles not cooling down
Maps will once again show city names if they show roads.
No more infinite aphids
Stop milking dead cows
Allow pocket_mods to add magazine or magazine well pockets to items without them
Check BMR value to prevent dividing by 0
prevent_death EOC can sometimes fail and lead to permadeath
Adds annotations to construction menu entries done indoors, in trees, and that
require supporting walls.
Fix AIM allowing distant container interactions
Show correct bodypart in grabs
[MoM] Quell Walls
Vehicle parts check creature size, increases storage of dumpster and vehicle parts
Prevent softlock when sleeping in cramped spaces
Invalidate draw point cache if viewport size or position changes
clarify repeater mod installation and add a vanilla quest for them
Randomizing character description will produce a matching outfit
Autodrive over bridges
Stable vehicle speeds with autotravel
Count charges in all nearby smoking racks to crafting inventory
Fix crash from reachability zones checking dead NPCs.
Fixes issue where some CBMs could be taken off via forcing a pet to wear them
You can use all kinds of ropes in all constructions now.
Did you know we didn't have any hallucinations for a while? now they're back, baby!
fix #71673, gives Chris’s body clothes.
Sheet metal is Low Carbon Steel
[Magiclysm] Fix Restoration duration
Hint that you need to return to the Representative for the Exodii Recon Mission
'A shadow?' is no longer a pinball.
Fixes excessive shadow lieutenant warnings
[Magiclysm] Add "spell_class": "KELVINIST" to Extinguish
Fix 32 bit integer overflow in bionic power level calculations
[Xedra Evolved] Fix Homullus fae ban
Say which specials could not be placed.
Fix assignment ID's with NECC mapgen EOCs.
Allows Infrared vision to see through smoke
[Magiclysm] Fix Peaceful Rest hobby
NPCs can overeat, starve, and dehydrate to death
Implemented drawing of non-English characters in ImGui screens
Fixed monsters which regenerate in the dark regenerating in daylight
Fix migrating from item variants when the variant has been deleted
NPCs can develop vitamin diseases
fixes issue where NPCs could take an item like canned corn as a donation and would
remove the corn from the can and give you the can back.
Fixes issue where loading a forge with coal does not work
fixed issue where ImGui processes input that happens with no ImGui screens visible
Rest quality is not always positive, negative rest quality will slow your bandaged
healing
Fixes ImGui keybindings UI not allowing the user to scroll
fixing issues where ImGui popup changes size sporadically. Fix issue where
keybindings filter box deactivates unexpectedly
fixes issue where all ImGui windows display wrong when the window scaling is not 1
Fixed issue where new ImGui popup does not obey the default option requested by
user
Fixed issue where the keybindings UI doesn't let you press the plus key to add a
local keybinding
## Performance:
Make `Character::best_item_with_quality` examine items non-recursively
Refactor effect types to use map indirection and enums instead of strings
Removes the ludicrous amount of OMs the refugee and research centres define
Fix Nested List lag in crafting menu
Optimize eoc processing and other fixes to speed up waiting near many npcs
Optimize pocket overflow function
Speed up new character screen, particularly when many recipes are known
Stop clearing weight carried cache unnecessarily
Precalculate visitable zones to optimize inter-monster aggression checks
Reduced wait times in high traffic areas by ~15-20%
Reduce time of selecting large amount of items in inventory menu
Fix armor resistances hotspot exposed by NPC AI improvements
Slightly fewer allocations in npc::process_turn
Optimized creature iteration during monster planning and parrot_at_danger.
Optimize monster flag checking.
Increase pathfinder performance
Optimize stationary vehicle performance when they contain a lot of items.
Optimizing mostly item to reduce load-time allocation by over 20%
Optimize creature vision checks.
Optimize hot item function to save ~6.7% of game load time
Skip MGOAL_Find_Item if the player is busy.
Avoid wasteful loop in map special road connections
## Infrastructure:
Epower and power in units::power
Update compiler support. Now supporting gcc 8.1+, clang 10+, XCode 10.1+
Refactor some crafting infrastructure to support removal of charges
Unify gun battery/ups/bionic energy consumption
Modernize string_formatter
Migrate some JSON APIs to string_view
Add units::temperature_delta
Upgrade clang-tidy used in CI to LLVM 16
Allow C++ standard includes in clang-tidy tests
Refactor timer items to be a bit more time based
Support for material replacement in items
Carrier for items on ground is nullptr
Tick_action as a separate thing from use_action
New documentation on how to test proposed changes
Remove charges from solid comestibles
New item categories for martial arts manuals and traps
Update all active items to new tick action system and remove old system
Add ability to merge appliance into grid
Add JSON-based system for climbing aids.
EVENT EOCs provide beta talker
[EOC]Inventory selector
Replaced the use of the arbitrary body temperature scale in game logic with
units::temperature/units::temperature_delta
[EoC] Simple if-else statement
Allow specifying vitamins by weight (mass) in items
Add more comment-commands which apply labels to issues and PRs
Migrate arithmetics function with arguments to math
Provide more options to name monsters placed via mapgen
recipes now require activity_level, fake(previously substituted for MODERATE) is
depreciated
JSON-ize slot machines
Faction editing on Debug menu
Change NPC faction from debug menu
Remove action portion out of assess_danger into a dedicated method
Add u_has_proficiency to EoC conditions
JSON-ify hallucinations
Parameterize new geography changes to overmaps
Allow items to provide martial art techniques when not wielded
Remove hardcoded mapgen for fields
Simplify/jsonify NPC generation from npc classes
Consolidate `suspendable` and `no_resume` activity parameters
Items warn on exceeding max volume, unify max volume as a game constant
Migrate names to snippets & add weighted snippets
Effect enchantments can now apply to monsters
Make JSON formatter replace nbsp with escape sequence
Update houses to utilize palettes
Added SMALL_HIDER flag to various monsters.
Test case: NPCs prefer to use guns
Rename 'fatigue' to 'sleepiness', mostly on the back end, to avoid confusing
different ways of being knackered
EOC proficiency adjustments use normal training route by default
Improve spell checker tokenization and reporting
Deleted the ImGui enable/disable toggle, turns on ImGui globally in CDDA
## Build:
Support Mac arm64 build
Adds VS Code Dev Containers & Workspace Config
Allow for cross-compiling from Linux to Windows in Devcontainer
Faster local VS builds
Fast Windows iteration with llvm-lib and lld-link
Cross compile object creator from linux to Windows using Devcontainer
add object creator to releases
Add a launch and debug configuration to VS Code Dev Container
Enable tests for merge queue
Report game's RNG seed during testing
Added WebAssembly build via Emscripten
CMake: Add LLVM build for Windows and other linker fixes
Use one precompiled header
Fix zlib old-style-cast build breakage
Fix crash with imgui and CMake
## Highlights
Effect on condition brings a scripting pseudo language to Cataclysm. Some of its
key uses in 0.G have been the introduction of portal storms, NPC faction
development over time and random encounters in already explored maps.
The introduction of hobbies has added a new tab to character creation that allows
the player to select one or more hobbies/backgrounds that flesh out what your
character was doing prior to the Cataclysm in skills and traits.
JSONized sidebar allows almost total control of what your sidebar looks like and
what information it displays is up to you!
The skill system has been greatly expanded with many new proficiencies and many new
ways to learn them, as well as the groundwork for practice-based skill improvement,
including a skill rust system that doesn't suck because it caps effective skill
lost and regenerates faster than regular skill gain.
Passively boil water by putting dirty water into a fireproof container then placing
the container on top of a fire. Walk away and after an amount of time dependent on
the amount of water to boil it will all be clean water!
Monster weakpoints! Many monsters now have weakpoints that the player can hit to
apply various effects and extra damage to the monster. As the player dissects more
corpses of monsters they can learn weakpoint proficiencies that increase the
player's odds of hitting weakpoints.
Characters now have cardio which will respond to your playstyle. Go for a run
every day and perform hard labor and your stamina will slowly go further and
further. Spend three months reading and performing low intensity crafts and your
cardio will suffer.
A half dozen new in repo mods: Innawoods for the survival from scratch you crave.
Backrooms which takes place in the neverending backrooms dimension, Massachusetts
mod for people who desire geographic accuracy, Xedra Evolved a science fantasy mod
with weird magic and vampirism, Tropicataclysm for your Cataclysm at a warmer
latitude and the Megafauna mod which targets an ancient epoch with creatures that
outsize our modern equivalents, similar to Dinomod.
Take over a friendly NPC upon your death, if you've managed to recruit any NPCs to
your faction you are given an option to take over one of them in the event of your
character's death.
Appliances and building based powergrids, allow you to set up various tools or even
usable arcade machines in your home base.
Two new Iso tilesets have been added to the game.
Simple monster aggression differentation. Some monsters now know if another monster
made them angry instead of the PC. If they get angry at other monsters they may
not get angry at the PC.
Vehicles now have solid walls even when angled which prevents monsters and fields
from entering an angled vehicle.
Dozens of updates and content additions to Dinomod, Aftershock and Magiclysm.
Map memory is now unlimited, you will no longer forget places you have been before.
There has been a distinct push to make many options and possibilities clearer to
the player without having to search for them, UI that makes suggestions as to why
the player might want to perform an action.
Electrical fields can now produce EMP that will destroy unprotected electronics
Perspiration now exists so that your PC can wear heavy armor during summer without
overheating, instead they'll sweat heavily and experience thirst faster.
## Statistics
7889 files changed, 11643312 insertions(+), 5022361 deletions(-)
13,201 commits
~218 new contributors
## Features:
Safe mode improvements
Enchantments can now alter skills
Eternal Weather options
Electrical fields can produce EMP and fry unprotected electronics
Vitamins system and diseases related to the over or under consumption. Not just
for normal vitamins like Calcium or Vit C.
Integrated armors for armors that are part of you.
Ability to use different tileset for different level of Zoom.
CBM fueling improvements: CBMs have an actual tank accessible through the inventory
menu. No more eating fuel.
Monster death effects now use spells
Improved NPC attack logic including the ability to cast spells
Add monster bleed resistance
Recipes can be tracked as new
Deep water can now destroy electronics
A ton of prework for limbification
Autodrive version 2
Hunted scenario adds a nemesis zombie chasing the PC
Practice recipes
Player can nickname monsters
All items can have cosmetic variants now
Tons of work on zones, such as personal zones, dissasembly zones and automop zones
Allow non-debug change of gender, hair, facial hair, eye and skin color
Books can now be copied into a variety of condensing items: ebooks, book binders
etc
PC can track their adventure in their diary
Zombies no longer revive naked
Calories tracking for QOL
Allow green night-vision overlay to be turned off
Quality of life improvement: add capacity essential data next to the worn
containers within the inventory interface, add universal formatter to easily format
common units `unit_to_string`
You can disable specific pockets on items and disable unloading specific pockets
Eternal Night & Eternal Day options
Enable grab movement of vehicles and furniture across ramps to a different z-level
Grabs can cause you to suffocate, Portal Storm Effect to use this
Allow reloading guns with mixed ammo
Allow players to uncover electric wires in the walls to connect appliances
Snippets you've read have a LORE tab you can look them over
Allow Web Diver to rappel, add infrastructure for wall crawling
Give a chance of another try if game is unable to find a valid starting location.
Perspiration
Reworks mutagen to take time and use fully customizable EOCs.
Mutations now cause genetic damage
Limiting rigid armor, testing for it and raw skin
Aiming Down Sight Causes Sight To Focus
Tons of additional mouse and menu scrolling options
Move items along when riding the elevator
You can now peek down a ledge to check if it's safe before climbing down
Metaprogression through achievements
Allow mounting any reasonable gun on turret mount
EMP blast renders all electronic items in the radius of the blast non-functional
Extended byproduct groups functionality
Add bodygraph displaying wetness status
## Content:
Half a dozen new basecamp locations
Dozens of new NPCs including several new NPC factions
Additional modular lab rooms and finales
Add ability to cause some foods to incur nausea
Archery Proficiencies and proficiency bonus infrastructure
Mines JSONified
Add book binder to copy recipes
Add eBook Reader
Aquariums
Terrain feathering works to improve the edges of terrain such as forests to make
them appear more realistic and natural
Vandalized Library Variants
Add Vehicles: Full-size, Mini, Cargo, and Camper Vans
Many new monsters, weapons and recipes
New mutation traits
Tutorial jsonify and rework
coins and banknotes overhauled
Expanded bronze recipes
Three new mutation categories: Rabbit, Frog, and Snail
Add wind turbine map special
Exodii trader and more ways to find the Exodii base
Portal storms, portal storm monsters, portal storm dungeon
The refugee center merchant has been remade into a new NPC named Smokes.
Appliances for all kinds of furniture including lamps, washing machines, arcade
machines, tool machines.
Propane gas and tanks
Isolated Artisans Faction
Add new Bōjutsu Martial Art
Blacksmithing rework
New easter eggs, no I won't list them
Civilian Bugout Bags Filled With What You Expect
Hub01 expansion
Tacoma Ranch rework and Expansion
New starting missions for many professions both new and old
Aircraft Carrier and Nuclear Power Plant Globally unique locations
JSONized snippets for addictions and dreams
Catalytic Cracking for Kerosene production
And unfathomable amount of location updates
Nursing home and associated scenario, monsters and profession
Improved radio scanning
Sheet metal armor
Pride flags
Skulls
A plethora of mutable locations including farms and river caves
Meat Cocoons and Zombie Amalgations
Even more monsters, items, foods, locations, and recipes
Bird nests can be found on roofs
## Interface:
Hide tiles overmap behind an option
Support separate graphical tiles for sounds heard above/below visible Z level
Jsonize and display CBM trigger costs
Show which mods items, monsters, and furniture are from
Allow changing shape of vehicle parts without reinstalling
Move refueling CBM to its own menu
Show monster count in sidebar compass
Separate zoom level for overmap
Added recipe activity level to crafting screen
Display gun loudness
Display calorie value of ingredients while crafting food
Parkour is now a proficiency
Stay in container during 'E'at from container
Add option to toggle display of trait/mutation on player sprite
Add option to toggle display of piece of armor on player sprite
Color relics in inventory in pink
Add a new, 4th diagonal movement with modifier keys + arrow keys option: Diagonal
Lock
Unload container in tile keybind
Modify crafting UI to show details of byproducts and jar contents
An incredible amount of UI work and improvements of menus and tabs
Independent safe mode rules for walking & driving
New Tileset: First release of HollowMoon by secretstamos
Allow (z)ooming while (V)iewing items/monsters
In inventory screens, colorize an item's remaining charges based on how full it is.
Different layers on different body parts now visible in item UI
Allow wielding and wearing items from the pickup menu
Enhance safe mode messages with color and information about monster count/direction
Bind HOME and END keys by default and implement them for most menus
In butchery menu, make it clear when an item will be disassembled
Containers holding a stack of a single item will display its quantity
Added option to clear pocket settings
The item display now show minimum encumbrance as well as maximum
Add global auto-note settings
Change gender with @ on all char creation tabs
Show background traits on TRAITS window in character creation menu
Remove NEW! recipe flag on current item when moving up or down
Adds Medical Menu
Allowing converting terrain/furniture to appliances through interaction
add trait to hamper player's ability to judge creature's vision and intentions
Interrupt crafting when starving/parched
Allow customization of text input UI hotkeys using either ? or F1
Show properly-fitted clothing in the crafting screen
Progress update while heating food
Hides the old sidebars and replaces them with fancy json sidebars
Jsonified "Unexplored" OMT
Support fuzzy search with accented latin letters
Many new color themes
Possibility to turn distractions on and off
Show compatible guns in magazine descriptions
Show proficiencies trained by dissecting
Mark overmap location if player drops favorited item
Ursine has its own faces now (no horizontal)
[ASCIITileset] Change Unknow terrain to use the unseen sprite
Sidebar vehicle stats are now hidden until relevant
Makes all appearance mutations visible in menus
## Documentation:
monster HP scaling section in GAME_BALANCE
Documentation on loudness
npctrade: merchant tweaks and documentation
document monster difficulty scaling
Artifact resonance documentation
Update documentation for recipes
Ammo effects documentation update
Expanded NPC conditions; spell levels, loaded mods & proficiencies
Document emitters
Document fields
Redoes Ammo stats in Game_Balance
## Mods:
Use size flags for size changing mutations.
Dinomod now has a rideable zombie T-Rex for all you Dresden fans
New Dinomod evolutions
Aftershock has some new robots and a new swarming monster AI behavior that can be
used in all mods/mainline
Magiclysm may have completed the attunement system or is significantly closer to
completion
Aftershock has new fauna monsters
More atmospheric lore and details for Aftershock
Dinomod has expanded it's dialogue options with mainline NPCs
The DinoLab
The Forge of Wonders now has three shops and stronger defenses on the vault
The No Hope mod is available to greatly reduce the average player lifespan
Dinomod specific achievements as well as Aftershock specific achievements
Aftershock: Translocators for semi-convenient long range teleporting.
Burned Zombie Dinos
New gizmos and gadgets in Aftershock
Aftershock: Stratoscomm Relay Station
[Magiclysm] Adds new zombie animals
Add mythos monsters to Mythos mod
Dinomod Apex predators don't appear randomly day one
Adds TropiCataclysm to the repository
craftable holiday sweaters for dinos
Hylian Adventurer Profession for Mythical Martial Arts
Many south american animals added to Tropicataclysm
Adds an innawood mod for wilderness survival.
Aftershock Exoplanet: Glacial tunnels, a new low-risk area and the fauna that
inhabits them
TropiCataclysm Adds Termites and new content for Triffids
Adds cast-bronze tools to Innawoods mod.
[Innawood] Chemistry, electricity, and more!
41 new dinosaurs added to Dinomod
A mod to add subtitles to Rubik's dialogue in English.
Tameable Wildlife MOD
Dark Days of the Dead: Headshot requirements and deadly zombie bites are in!
Dinomod NPC Missions
New Mod Xedra Evolved with new magic classes, monsters, professions and CBMs plus
Cyborg professions
Desert region revival
Add Megafauna Mod
[DinoMod] tyrannosaurus bio-operator
[DinoMod] Nanuqsaurus and burned rebuild
Aftershock: Add functional jet packs
Xedra Evolved: New NPCs to meet and rescue
[DinoMod] player mutations change monster faction behavior
[DinoMod] stegoceras
Magiclysm Adding new magic plants
[DinoMod] compsognathus, eoraptor, amargasaurus bio-operators
Magiclysm Quest & Lore patch to item distribution
[DinoMod] mi-go scout tower dino variant
The Backrooms mod
Vampire Virus in Xedra Evolved
Crazy Cataclysm: Adds Powerthirst and Rocket Cans
Xedra Evolved magic classes Eaters, Dreamers, Inventors and Dreamsmiths
[Magiclysm] Make Summoning Great Again!
Implementing more proper alchemy and some another stuff
Aftershock Space items and smartguns
Aftershock New CBM and class
Aftershock: New Monofilament Whip CBM
My Sweet Cataclysm: Butchering candy monsters gives candy flesh
Add standard combat test mod
Nested Crafting Categories
Add cosmetic variants for mutations
## Balance:
Mutation System Overhaul
Made windmills able to grind up dried rice, cooked acorn meal, and roasted cattail
rhizome into flour
Shocker zombies cannot be harvested for bionics in vanilla
Reduce crafting proficiency penalties based on partial proficiency level
Updated brewing recipes and fermentation times to be more realistic
Add stamina cost to archery
Change Cut Cotton to Patchwork, add Patchwork to Rags
Stop regenerating creatures from doing so while on fire
Adds weak points to the armour of most zombies
Adjusted lockpick crafting
You can now pry open metal doors with a halligan bar.
Adjusted how the hoarder morale penalty is calculated with a focus on small pockets
and holsters
Weapon Categories now exist so martial arts can pull by weapon category instead of
weapon id
Massive Martial Arts rebalance
Massive zombie spawn audits
Striking techniques and martial arts buffs affect all types of physical damage
Monster speed and attack speed audits
Many weapons and armor rebalanced
Stop letting players climb up via downspouts or ropes when all their arms are
broken
Turret spawns nerfed heavily
Reduces wetness penalties (and bonuses), as wetness was previously one of the
strongest factors affecting morale.
Cars now more likely to contain tire changing equipment
Tailoring Audit and rework
Sublimb rework of armor
Daily health vs lifestyle system
Artifacts apply passives in inventory instead of when wielded
Climate Control CBM (and equivalent effects) now works more consistently, doesn't
completely shut down in extreme temperatures, and can stack
minimum of two zombies to receive suffocation
Banks deploy cop bots instead of TALON killbots when agitated
gas masks no longer make you immune to getting sick
Replace most ASRGs with conventional fuel-powered generators
Adds assorted costumes to the objective of the Cosplay mission.
Use find_clear_path always for projectile trajectories, not just when it hits.
Makes using a spear on enemies through fences/bars normally at low levels instead
of defaulting to bashing on bars/fence instead.
Add additional sources of patchwork cotton sheets from deconstruction
Mole Crickets and Molerats can now give tetanus with bites
## Bugfixes:
1404 Named bugfixes (a multiple of this number unnamed) including over 60+ fixes of
crash to desktop bugs (I lost count)
Monsters will now drop their special items (such as saddle, bags, armor etc) on
death
Prevent monsters from upgrading into blacklisted forms
Made flying monsters immune to several ground-based field types. Flying monsters no
longer get stuck to the ground by bubblegum.
Corpses can't be used as bag of holding anymore
Bloodless monsters do no bleed #62113
Inadvertent levitation powers removed from survivors
Zombie animals don't fear fire
Threshold breaching should start when strength 3 dreams start and not after
NPCs getting stuck trying to path in through a closed window.
Make magiclysm auras compatible with power armor
Fix NPCs spawning without weapons
CVD can be used on new steel types
Character aggro fixes
Only fill items as much as parent containers allow
Fix Uncanny Dodge description, this error was ancient
Filename-independent widget load order (fixes #59202)
Don't auto-note generated map extra if player hasn't already seen the OMT map extra
was placed on
Makes cows able to become aggressive
Only the last killed amigara drops an artifact
Improve item filter help of zone manager and surrounding items menu
Make radioactive items radiate
Carry over relative rot during item transformation and fix transformed comestible
not rotting over time
Players can no longer be dragged while in a vehicle with a seatbelt; dragged
players will not be run over by their own vehicles while still inside of them
Monsters retain original loot when changing type
Firstaid QOL improvements
Player can finally enjoy fire even with eyes closed
Z level transparency flag for better skylights
Componentless practice crafts no longer leave in-progress items
Fix mechs missing their guns
Stop NPCs from throwing their guns
Fixes for blind interaction with NPCs
When tired, cancel current activity if `Maybe later` is chosen; finish current
activity if `Finish it` is chosen
Peeking now uses stairfinding
Grudges beyond death have been lifted. Don't make NPC angry if he's already dead
Fixes to UI and combined limb values
Fix auto-mopping in the dark. PC can no longer automop what they can't see
Try spawning mission destinations if you can't find them
If floor has collapsed, trigger a ledge trap on former floor tile to make creature
fall down.
Personal zones now work consistently and are simpler in implementation
Make active fire modes from attached gunmods appear in the sidebar.
Fix activities not getting interrupted by dangerously close enemies
Increases radio mod range, makes bombs detonate immediately, and adds more battery
options to recipe
Fixed character starting as overweight
Improve pocket selection
Fixed and improved guilt system
Eliminate Self-Aware trait and replace it with sidebar widgets
Takes the real guns away from angry imaginary NPCs
Being blinded blinds you
Stabilize monster emotions
copy-from works with bodyparts
Ensure monster faction relationship reciprocity
Fixes NPCs getting stuck next to dangerous fields
Fix vehicles infinitely falling
Capping shakes duration to prevent month-long shakes after withdrawal is gone
Butchering use best tool in radius
NPCs are more likely to eat items from their inventory, rather than complain about
being hungry
Vehicle most-repairable-part interactions will no longer show parts the character
is insufficiently skilled to repair
Fix main UI resizing when exiting from overmap with the same zoom level
Fix some of the NPC attack logic
Prevent dodge and block while driving
Remove additional spawns from Wander Hordes
Monster special attack messages more consistent and clear
Fix overmap ui cursor handling
Fix an item duplication bug when trading stackable items, e.g aspirin
Fix friendly hallu NPC were able to trade
Fix recipes with multiple proficiencies granting less proficiency XP if some are
already known.
Standardizes time_factor and fail_factor for proficiency books
Ransack vending machines only in public places.
Mapgen road connections improved in the absence of overmap cities
Fixed open wooden split rail gate of being non-transparent and unbreakable
Faction camp crafting creates byproducts as appropriate
Fixed eating containers with items inside
Construction of roofs actually makes tile above the construction a roof
Fix building ramps and stairs
Replaced all ATTACKMON entire with PUSH_MON
Workaround language from being unsettable in options menu
Disallow placing stepladder if a vehicle in tile
Don't trigger any effect when setting and unsetting cosmetic traits
Drill press is now able to drill
Attempted theft has consequences
shorter bio-operator attack effect durations
Napkins and Cardboard are no longer comestible
Prevent huge mutants from thinking spots in cars are comfortable to sleep in when
they aren't
Using worn unarmed weapons raises unarmed skill
Remove workbench construction vs crafting exploit
Add `FISH_TRAP` tool quality so that NPCs can use either kind of fish trap
Make open red & green glass doors look like open glass doors
Fix bodystatus window wetness display
fix for speed bonus from Speedydex applying twice
Monsters add weight to vehicle when on boardable parts
Flammable arrows bugfixes
Make vehicle::coeff_air_drag() work as intended, in aspect of vehicle length and
low-air-drag vehicle tail parts.
Fix SPEEDLOADER Flag
Include spell name in default msg for relic spells
Make AUTO_PICKUP_SAFEMODE also consider ignored mobs
Remove athletics training for waiting in water
Reset daily health at the end of each day
Fixed some xl/xs armor recipes to make tool requirements consistent across all
sizes
Integrated armors no longer cause encumbrance from some mutations
## Performance:
Improve lighting performance
Speed up rendering during autodrive
Avoid calculating weight & volume of containers when not needed
A few microoptimizations
Worked around for translating undisplayed debug messages causing major slowdown
Optimize TranslationManager performance and memory usage
Share tileset instances between map and overmap
Call `game::update_overmap_seen` only when it actually needs updating
Loading of gzipped world/maps/x.y.z/x.y.z.map and data/json files
Optimize shot_features and shot_features_with_choke test
Optimize item spawn list creation
Optimize null stream in DebugLog
Optimize overmap special placement with zero-copy transformation
Increase performance of item processing of contained items
Improve reveal wire handling and performance
Optimize map rendering
Speed up crafting menu tab loading
Improve appliance grid performance with many connections
Performance Improvement for item::can_contain
Binary json input for various performance wins
Misc vehicle/appliance performance improvements
Fix Repair menu shows slow
Code optimizations reported by static code analysis
Make `Character::best_item_with_quality` examine items non-recursively
## Infrastructure:
Provide documentation and support for llama builds
Allow events to modify vitamins, kill entities
Allow using relative and proportional with generic_factory
Automated tileset coverage report
New mapgen feature: maps can now select a terrain from a distribution and use that
throughout the map
Jsonize Shearing of Monsters
Jsonize terrain and furniture lockpicking result
Add function to assign mission directly via dialog
Adds definitions for cooking proficiencies in JSON
Creates DDotDDD, the dark days of the dead design document and add some basic
region settings to the mod
Add looks_like support for overmap terrain
tileset inclusion criteria and maintenance
Add dialog conditions/effects for morale and focus.
Create talker item, add consumption_eocs
Extend mapgen parameters to overmap special scope and palettes
Jsonize terrain and furniture bolt cutting result
Move safe cracking to an activity_actor
Create talker monster, add ability for spells to use dialog effects/conditions
Add supporting infrastructure for first version of migo bio-tech
Add dialog conditions for terrain type and field type
Add PROFICIENCY_LIST.md
Add weighted list functionality to dialog effects
Support mapgen parameters in nests
Add new dialog effects for portal storms.
Add lifespan to dialog monster spawns
Tool to spawn all items / furniture / terrain / traps
Support mapgen parameters for most mapgen ids
Support recursive palettes
Jsonize terrain and furniture oxytorch result
Allow palettes to be chosen from a weighted list
weapon_category for martial arts cross-mod compatibility
Allow flag limits for magazine well compatibility
Update medium and heavy batteries to use flags for magazine compatibility
I've made it to where all tools with the LOCKPICK quality will automatically have
the PICK_LOCK use_action.
NPCs keep track of total sales
Jsonize Pet Food
Support for mutable overmap specials
Jsonize monster speed description
Allow JSON-defined linear terrain and unhardcode anthills
In-house translation library implementation to support loading multiple MO files
Add dialog effects for taking control of npcs and conversations with monsters/items
Use dialog conditions for mutation and enchantment triggers
Dialog effect to affect nearby npcs
Add support for dynamic predecessor mapgen
Basic Appliance implementation
Partial Jsonization of Mood Indicators
So much work building the infrastructure for Effects on Condition thanks to Ramza13
for spearheading this project
Tons of PRs on creating mutable overmap specials, which allows procedural map
generation using only json thanks to Jbytheway for leading the way on this
A bunch of terrain/furniture item interactions that were jsonized thanks in large
part to Saicchi
Add dialog effects for transforming terrain and furniture. Add portal storm effect
to transform grass.
Create talker_furniture, move refugee center computer into dialog system.
Improve pocket performance by removing some unnecessary pockets
Adds documentation for `place_monsters` JSON flag
Adds ability to remove fields, vehicles, items, and traps to update_mapgen
overmap sprites generator
Add infrastructure for swappable weapons in bionics
Automatic spell check on pull requests
Place monster corpses in json mapgen.
Allow limiting map extras by zlevel
Add sound support for clear, cloudy and sunny weather
Enhance martial art techniques, allow limbs to define technique lists and unarmed
damage boni
Add mapgen ability to set variables or remove traps in lines/squares.
Combine wheat-free and wheat-full flours into a single recipe requirement
Allow gendered descriptions for professions outside of translations
Report JSON entries with the same id from the same mod
Change itemgroups to default to overwrite, instead of extend.
Vehicle parts can now use looks_like from furniture, items, etc
Dissection tables separate from harvest tables, and relevant monsters dissect to
samples
Added external options to override status and fuel for spawned vehicles
Include a Soundpack by default
Trap-specific jsonified trigger messages
Support transparency of pockets and show contents of transparent pockets from a
distance
Add the possibility to change color and symbol of an item with a variant
Added external option with setting frequency of displaying music descriptions in
sidebar
added basic utilities for mouse drag-and-drop support to input _manager
Support achievements based around overmap specials
Allow setting terminal cursor for screen readers and IME preview using ui_adaptor
Tons of documentation work
Set age for monster corpses in json mapgen
Move the Find Lost Dog mission to JSON
Vehicle energy_consumption in units::power
item power_draw in units::power
Convert the 'Recover Priests Diary' mission to JSON
Move the 'Kill Horde Master' mission to JSON formatting
Fixed situation where 'overflow on combine' test could randomly fail
Consolidate functions for character's best item with given quality
Move the Retrieve Deposit Box mission to JSON format
## Build:
Add Big Sur-style macOS icons
Suppress spurious error from make when astyle isn't installed
remove cata::optional wrapper from item::dropped_from
Fix curses build with MSVC
Fix typo in COMPILING.md LANGUAGE -> LANGUAGES
CMake: Clean up if commands and fix compilation with MSYS ncurses
Add option to build the clang-tidy checks as an executable with CMake
Link to libncursesw in Makefile
Add missing vector header to src/morale_types.h
Link to libncursesw in CMake
Removed small bashism (path expansion) from Makefile.
Make use of gold linker optional for LTO builds
Allow build and run in repo folder in CMake
Add missing header (vector) to fix build error on Linux
Fix compile errors on LLVM/Clang 13
Updated documentation to be in line with moving MXE gcc to version 11 +
libbacktrace
More granular and parallelized translations compiling
Upgrade MXE cross-compiler to GCC 11
MXE instructions for gcc version 9.3.0
Enable backtrace in MinGW release
Windows Github CI for Cataclysm and ObjectCreator
Instantiate non const variants of templated creature_tracker methods
Add src/third-party to Android build header search path
Set directories on macOS in CMake build script
Set RELEASE variable in root CMake script based on CMAKE_BUILD_TYPE, to generate
install targets
Avoid use of reserved word PREFIX in CMake build script
Install core and help directories in CMake build script
Recursively search and bundle Mac dependencies
Bundle library dependencies in macOS release workflow
COMPILING.md update for FreeBSD
freedesktop metadata files are updated and installed when appropriate
Build linux releases on ubuntu-18.04
Update flatpak manifest
Fix CMake mixed signature error and outdated localization code
# 0.F (Frank)
## Highlights
Nested Containers rationalize inventory management and enable dropping and
retrieving go-bags during fights.
Achievements track your deeds and misdeeds across games.
Proficiencies better represent deeper knowledge required for various endeavors,
mostly crafting.
Bleeding added to both the player and monsters as the first step toward a more
comprehensive wound and wound treatment system.
Weariness tracking added to represent longer-term physical exhaustion.
Elevated bridges over navigable rivers added, allowing better navigability while
using boats.
Large-scale audit of weapon and armor values for better representativeness and
consistency.
Improved armor handling by separating ballistic damage into its own damage type.
Pervasive performance enhancements throughout the game.
Tileset vehicle support for more cohesive vehicle rendering.
Aftershock changes direction to a total conversion mod with a new far-future
setting on a frozen world.
Dinomod added 238 dinosaurs, pterosaurs, mosasaurs, and dino-related NPCs with
missions and dino locations.
Added many dino features, including zombie, fungal, evolved, bionic, baby, and
mutant dino variants.
Dinomod added many dino interactions, including farming, riding, butchering,
cooking, and special attacks.
Magiclysm added a huge content update including many new traits called Attunements
that switch up gameplay at the endgame.
## Statistics
3974 files changed, 5440251 insertions(+), 3904330 deletions(-)
10,463 commits
~454 contributors
## Features:
Adds option to randomize INITIAL_DAY.
Allow vehicles with autopilot to follow you.
Monster factions can unconditionally hate other factions.
Allows mutations to cast spells via enchantments.
Add mining multi-activity for NPCs and players.
Basecamp job rework - wandering/sitting/job priorities.
Auto eat and drink from auto-zones during long activities or while waiting.
Adds flyable helicopters.
Allows towing vehicles.
Allows specifying height and age in character creation.
Adds support for json-defined achievements to provide more goals to strive for.
Overhauls lock picking.
Appropriate items can now rot away when in the reality bubble.
Displays holidays on main menu screen based on system time.
Separates bullet damage type from cut/stab.
Makes consuming items take time.
Enables damage over time for spells.
Enables nested containers.
Adds support for conducts (self-imposed play constraints tracked by the game).
Custom achievement/conduct requirement descriptions.
Enables mouse input for inventory.
Worn gloves count as unarmed weapons when no weapon is held.
Any corpse can rise again as a zombie.
Added to Autodocs the ability to stop bleeding, disinfect wounds, and inject
antibiotics in case of infected wounds or tetanus.
Allow randomizing scenario and profession in new character menu.
Adds actions to workout and do exercises.
Vehicles: ground vehicle z-level transitions and z+1 bridges.
Remove static/random NPC options, adjust random NPC rates.
Overhauls blood and blood loss.
Artifact procgen - artifacts that spawn use the new relic data.
Grappling hooks can be deployed for climbing, just like ladders.
Adds proficiencies, representing specific knowledge in particular areas more
precisely than by normal skills.
Adds facing to vehicle parts and tiles for better vehicle rendering.
Adds activation abilities and charges to relics.
Tiles: improve furniture rotation and connections.
Shows which achievements have been completed in past games.
Artifacts may now regenerate ammo.
Adds ACTIVE enchantment condition.
Allows recipes to specify individual activity levels.
Adds weariness, a sort of long term stamina that limits characters' ability to be
extremely active 24/7.
Reports faction camp build sites and improves faction camp tutorial.
Allows customizing initial date in scenarios.
Allows nanofabricator templates to contain recipes from any item group.
Adds different bleeding types for different species.
Adds bleeding butchery action.
Adds Autodoc installation programs that almost guarantee flawless installation of
supported bionics.
Removes the obsolete 'carrion spawn rate scaling factor' world configuration
option.
Makes thrown glass items drop glass shards when shattered.
Adds suspension for butchering using cranes (except tiny ones) and forklift arms.
## Content:
Gun volume and weight audit.
Moves most urban development houses from a mod to vanilla.
Adds Survivor RV and car.
Populates appropriate rooftops with monsters.
Adds many chemicals, chemistry tools, and recipes.
Mi-go, masters, and necromancers can open doors.
Adds a bulk shipping crate possibility to the supplydrop map extra.
New zombie: necro-boomer.
Overhaul the mall.
Allow the of use grappling hooks on ledges.
Make bugs much more mutated.
Reformats the 'chat with a friend' feature in NPCs to be more flexible, and to
provide some more lore insights.
Adds 'What the hell happened' stories to NPCs, keyed off backgrounds.
Feral Humans with blob psychosis.
Allows plank and branch bundles to be made from cordage, vines, or wire.
Microlabs can contain artifacts in containment.
Adds NPC_class and NPC json templates and instructions.
Adapts almost all vehicle definitions to use directional parts.
Update UltiCa tileset and make it default.
Adds a number of flying zombies.
Adds a new alternate needs panel to the label mode.
Added many proficiencies and uses for them.
Adds frog mother monster.
Adds mega mutant monsters.
Adds a selection of mutated woodland creatures.
New 'phase skulker' zombies teleport and haunt between the hallways of microlabs.
Make mutant organs and lungs contain toxins.
Adds streetlights to sidewalks; also adds traffic lights, stop lines, and
pedestrian crossings to intersections.
Adds Rust Zombies.
Diversifies venom sources and effects.
Adds a star fort with working cannon and zombie reenactors.
Adds Hot Springs location.
Adds a terrain flag 'NO_SHOOT' to prevent projectiles from striking or going
through that tile type.
Enables using a rope to carry large items.
Adds large dermatik nest and tweaks dermatiks.
Adds a new layout for the island prison challenge scenario.
Adds tazer drones.
Adds a demo of the Cuteclysm tileset, which is loosely inspired by the aesthetics
of 16-bit Japanese RPGs.
## Interface:
Introduces, and migrates most windows to, ui_adaptor, which handles redrawing
windows when others are closed and the game is resized.
Highlights hidden recipe info in the crafting GUI.
Overhauls target selection and aiming UI.
Displays missing and obsolete mods for current world.
Requires grenades and other explosives to be wielded before activation.
Adds bigger mini-maps to all sidebar layouts.
Adds keycode support to uilist.
Allows attempting to disable robots by 'e'xamining them.
Warns if a friendly creature or non-hostile NPC enters the line of fire.
Adds a satiety column to the eat menu, showing how many calories the food will have
for how filling it is.
Shows crafting failure rates due to missing proficiencies.
Displays contained items like 'water (plastic bottle)' instead of as 'plastic
bottle of water'.
Keeps track of preferred aiming mode.
Adds the Chibi Ultica tileset, a mix of MSX character and monster sprites with
Ultica terrain, vehicles, and items.
Brings back the MSX+ Tileset.
Adds item length and pocket volume entries to menus.
Adds fast scrolling to many menus with long lists.
Adds responsive screen behavior to the new character menu for small terminal sizes.
Shows weariness and activity levels in sidebar panels.
Warns before crafting armor or clothing you won't be able to wear.
## Mods:
[Aftershock] Adds Autodoc tiers and augmentation clinics.
[Aftershock] Megacity-oriented overmap generation adjustments
[Aftershock] Adds new Melee oriented bionics.
[Aftershock] Replaces Vanilla Autodocs with Aftershock Average Autodocs.
[Aftershock] Adds an astrobiology lab.
[Aftershock] Adds a design document.
[Aftershock] Adds new laser and plasma pistols.
[Aftershock] Adds Formless Ruins - a new aboveground, low-risk dungeon type.
[Blazemod] Overhauls Blazemod and splits it into separate mods.
[Dark Skies Above] DSA is reborn as an actively-developed, total-conversion mod.
[DinoMod] Adds location variants with dinosaurs.
[DinoMod] Adds Acrocanthosaurus and overhauls dino baby code.
[DinoMod] Adds monsters 'Scutellosaurus', 'Maiasaura', and 'Coelophysis'.
[DinoMod] Adds monsters 'Pachyrhinosaurus', 'Pentaceratops', and 'Torosaurus'.
[DinoMod] Organizes dinos into three main factions with defined inter-faction
behavior.
[DinoMod] Rebalances Jurassic spawns and monsters for realism and fixes predator
in-fighting.
[DinoMod] Caps monsters at 1000 kg so butchering kind of works.
[DinoMod] Adds monsters 'Brontosaurus', 'Alamosaurus', and 'Brachiosaurus'.
[DinoMod] Converts 'dinoexhibit' to use templates, adds a roof, and adds a baby
dino variant.
[DinoMod] Ankylosaurs Abound: Adds Dyoplosaurus, Nodosaurus, and Edmontonia.
[DinoMod] Adds Amargasaurus and Kosmoceratops as well as variants.
[DinoMod] Adds mod-specific mutation trees Stego and Tyrant.
[Magiclysm] Adds spell level and number of spells known achievements.
[Magiclysm] Manatouched mutation tree.
[Magiclysm] Adds polymorph spells so you can transform your foes.
[Magiclysm] Adds a spell component system and more-powerful spells to use it.
[Magiclysm] Adds a new mutation line: Black Dragon.
[Magiclysm] Adjusts fog frequency in black dragon lair plus other (minor) map
adjustments.
[Magiclysm] Attunements - Special abilities gained by mastering two schools of
magic.
[Magiclysm] implement summonable motorcycle
[Magiclysm] Adds a new house with technomancer-themed loot.
[Magiclysm] Rings of wizardry and mojocycle tweaks
[Magiclysm] Adds bullet armor to magic rings and bracers of protection.
[Magiclysm] Adds Orcs and Ogres.
[Magiclysm] Adds three new Attunement spells (Frozen Winds, Auroral wave, and
Immolate).
[Magiclysm] Adds Workshop Elves, Yule Cats, and Leprechauns.
[MMA] Adds Ki Strike trait, buffing unarmed to make it more competitive with other
weapons.
[Vanilla + Many Mods] Fixes problematic faction relationships (one-way aggression).
## Balance:
Large item price audit.
Large scale melee weapon damage audit.
melee: make polearms do less damage against adjacent targets.
Hide irradiated effect from the player, forces use of existing tools to detect
radiation levels.
More complex satiety calculations.
NPCs to use ranged weapons against all enemies, and automatic fire against
dangerous enemies.
Antifungal drugs work over time.
Don't damage hands when smashing but use your most armored part instead.
Guarantee at least one transversable path in the collapsed tower basement.
Make Solar Sensitivity mutation respect clothing coverage, precious.
Unlock NPC recruiting when you build the faction camp radio console.
Fixed clean_water recipes with purification tablets and charcoal water purifier.
Brings reloading components closer to reality, make brass casings spawn in packs,
and makes gunpowder units 100 mg.
Missed scenario starts without a random NPC.
Monsters with larger eyes see farther than smaller variants.
Ankle storage items don't affect feet-related mutations anymore.
Gives the default Survivor profession more weather-appropriate clothes for the
default start.
Eating raw meat does not hurt your morale as much if you have traits like Hunter or
Predator.
Very-fast-moving zombie animals only attack once per turn.
Spawns anesthesia supplies in Autodocs.
Rebalances spawn rates for overmap specials.
Mycus Fireproofing now also gives heat immunity.
Tweaks Infection impact by lowering fatigue drain and removing pain.
Adjusts ordinary clothing to not meaningfully contribute to protection values.
## Bugfixes:
Prevents possible negative damage from explosions.
Removes scent diffusion over water by implementing NO_SCENT flag.
Gives electric motors equal power in forward and reverse.
Fixes wield action costing double what it should have.
Fixes spells not gaining levels on cast.
Fixes light sources rendering the player invisible at certain ranges.
Fixes a crash when an NPC gives the player equipment.
Fixes "Unable to find and assign mission target" messages when accepting a mission.
No more floor items when trading with follower NPCs.
Fixes crashes from trying to access a nonexistent basecamp.
Helicopters: Allows descending into open air while moving, and disallows roof
teleporting.
Fixes cold items rotting in a freezer and adds more rotting tests.
Spawns regular ants under regular anthills.
Melee: Makes sure that melee weapon accuracy improves hit rates.
Adjusts vehicle heater/cooler for 1-second turns.
Wakes up the player if about to go into hypothermia.
Fixes a segfault during initializing crafts.
Fixes a segfault from attempting to siphon from vehicle with multiple tanks.
Fixes creatures blocking descent even if they can be displaced.
Fixes OnGetHit effects not triggering if the player cannot block.
Refactors the monster spawning code to avoid crashes.
Resets the game mode before loading normal saves.
Minimizes UI flickering in curses mode.
Fixes crash upon examining vehicles containing minireactor.
Fixes segfault on harvest.
Fixes loading of legacy characters without bodies.
Fixes explosions not affecting terrain.
Avoids processing held items twice.
Fixes a crash when trying to reload an item inside of advanced inventory
Renames (when appropriate) blobs as slimes.
Fixes massive, unrealistic temperature drops when wet.
Fixes weapon techniques not triggering.
Prevents some obscure crashes by adding nullptr checks to unsafe pointer accesses.
Vehicles: make sure going in reverse isn't more efficient than going forward.
Fixes doubled artifact effects on stats.
Containers can't hold too-large items, even when contained in other containers.
Prevents temperature being 0 after loading a save.
Consumes components in nested containers when crafting.
Fixes stuck joystick on Android.
Adjusts sunlight casting to properly illuminate exterior walls.
Fixes limb blocking not triggering.
Vehicles: shock absorbers actually now absorb shock damage.
Fixes NPC dying immediately on accepting inhaler mission
Fixes crash when attempting to butcher a corpse.
Fixes gear getting damaged by weather when weather has no damaging effects.
Improves invalidation of max_populated_zlev cache, fixing lighting in some
teleportation scenarios.
Prevents dodging or blocking while insensible.
Fixes apparent light asymmetry when the sun shines through a single-tile hole in
the roof.
Makes installation time mandatory for gunmods.
Makes tents and vehicles block sunlight.
Prevents scent map from being saved with an invalid utf8 sequence.
Monsters no longer bash obstacles based on sound. This prevents groups of monsters
from getting stuck in a loop of bashing based on the sound of other monsters
bashing.
Picking up an item stack fills up your pockets if it doesn't fit into one pocket.
Wielding combines item stacks if possible.
Robots can no longer be disabled by a single melee hit.
Fixes auto-consume zones in vehicles.
Fixes monster special attack range-limiting code.
Falling vehicles: prevents bouncing after the first collision with the ground.
Fixes issues with sound (walking on boats, sound triggering twice).
Ensures that casings are stackable, fixing pickup performance issues.
Allows quartering organ-less corpses without field dressing.
Triggers explosions only after processing all items.
Fixes scenarios having wildly different start dates and potentially crashing the
game.
Allows fire to spread to adjecent tiles with items.
Prevents log spam from a broken bone.
Makes reachability cache fully consistent with map::sees, fixing some problems with
mirrors.
Fixes NPC-assisted time-cost calculation.
Killing a monster that fused with a mission kill target now successfully completes
the mission.
Bashes that do zero damage now can't stun.
Fixes a crash due to dereferencing a null carrier pointer in item::process_tool.
Prevents a seg fault in auto-consume.
Vehicles: Fixes towed vehicle drag by unsetting their parking brakes.
Fixes sarcophagus elevator reactivation.
Fixes doors that NPCs could not pass without intervention.
Prevents disassemblies on a workbench from vanishing.
Fixes errors from crashes between a towed vehicle and its towing vehicle.
Bases returned materials from salvaging on mass instead of volume.
Fixes unable to run message when mounted - allows a mount to run when your legs are
broken.
Fixes errors from abandoning a faction camp.
Makes NPCs able to fight back while guarding or patrolling.
Fixes use-after-free error in sounds::process_sound_markers(player).
Makes the Zombie technician's pull metal weapon attack drop items at the
technician's feet.
Fixes errors due to a bad memory access in drop_activity_actor::do_turn().
Resolves a partial item spawn issue.
Prevents xp 'underflow' due to negative focus.
Dragged vehicles and furniture no longer leave a trail of memorized tiles in
darkness.
Prevents a crash by disallowing turning vehicles on ramps.
Fixes crashes from towing cables snapping or trying to stretch between z-levels.
Fixes a game freeze from happening when the player cannot carry a mission reward.
Fixes crashes in `map::player_in_field` caused by iterator invalidation.
Fixes a division by zero error when drinking water.
Fixes NPC followers being blind after waking up.
Fixes looks_like for vehicle parts.
Fixes Roots and Metabolic rehydration mutations so they actually relieve/eliminate
the need for water.
Fixes localization not working if the LANG environmental variable is not set.
Avoids creating starving characters from older templates.
Fixes furniture being 'destroyed' when grab-moving.
Fixes crashes from canceling reloading a container that is on the ground.
Fixes NPCs still being hungry - and unhappy about it - after eating from faction
camp stores.
Reins in the plant mutation category's photosynthesis ability to be more
representative of real photosynthesis.
Prevents cross-z-level melee attacks when the target is not actually visible.
Avoids doing character body updates more than once per turn
When harvesting crops, drops the result on the player's square.
Improves road system connectivity across overmaps.
Stops crafting failures from clustering at high completion percentages.
Fixes non-spring eternal seasons.
Stops unreloadable items from being reloadable.
Fixes savegame corruption causing teleporting to very distant submaps
Unfreezes trap-avoiding monsters.
Fixes ramming at low speed.
Placing specials around cities now scales with city size.
Fixes proficiency books' effect on crafting.
Construction of roofs actually makes the tile above the construction a roof.
Partial fix for vehicle damage reduction inconsistencies.
Fixes building ramps and stairs.
## Performance:
Adds an option to enable batching when it is available in SDL.
Skip unnecessary weather calculations for root cellar.
Cache drop_invalid_inventory and weight_carried.
Cache clairvoyance field.
Performance improvements related to map::process_fields.
Overhaul shadowcasting to be iterative instead of recursive.
Use plf linked list impl for shadowcasting.
Improve string_id comparison performance, add unit test and benchmarks.
Improves rendering speed by optimizing find_tile_looks_like method (FPS improved
~15%)
Greatly reduces overhead from processing idle vehicles.
Optimizes Creature::has_effect (performance improved ~9.5%)
Adds a specialization for static/interned string_ids (performance improved ~30%))
Improve performance of builds with enabled localization by ≈20% by caching
translations.
Major optimization of field processing.
Adds reachability cache/filter that can reject bresenham-based LOS checks in O(1)
time.
Uses field_cache in map::get_field to speedup fire check in npc::assess_danger.
Speeds up quicksave by limiting ui redraw rate.
Prevents slow processing of NPC overmap travel when `goal` is unreachable.
Fixes the performance bug caused by `verify_vehicle_cache` recalculation.
Adds lightweight crafting inventory cache to improve NPC construction processing
time.
Reduces save size by skipping serialization of some item pockets and relic data.
Adds RLE compression for JSON serialization/deserializations of data on items,
reducing savefile size.
Improves performance of initializing the achievements tracker.
When NPCs are fleeing from explosions, skips considering routing through tiles
without a floor.
Speeds up fungus-related code processing by 30%+.
Optimizes item migrations to decrease load times.
Restores graphics speed for large screens with lots of text.
## Infrastructure:
Adds basic infrastructure for diseases.
Allows for specialization of activity parameters.
Jsonizes Autodoc quality.
Adds tests for character BMI / kcal / weight.
Jsonizes body parts.
Jsonizes mood modifier from body part conditions (e.g., wet).
Allows multiple different overmap terrains for start locations.
Makes test failures from other platforms more easily reproducible.
Adds clang-tidy check to catch incorrect use of RNGs.
Adds a guide to pricing items (see the doc folder).
Adds enchantments to bionics.
Adds test for health effect on healing rate.
Adds tests for BMI effect on speed.
Updates Catch2 (for running tests) to v2.13.0 (from 2.9.1).
Achievements have better up-front checking to detect definition errors.
Tests use a different config directory by default.
Migrates ACT_PICKUP to the activity actor system.
Integrates a behavior tree implementation into monster AI.
Moves ascii art to its own file to avoid bloat.
Enforces that functions should not have separate x, y parameters.
Adds tests for sun-related functions.
Implements installation requirements for CBMs.
Fields can now override local light levels.
Converted itype_id to string_id<itype> for better internal code consistency.
Tests refactored item info display functions.
Milling products can be defined in JSON.
Adds a Clang Build Analyzer build step to CI.
Refactored rectangle and box types.
Mutations can be reflexively triggered without player input.
Enforces the use of points as local variables.
Adds table.py to make tables of JSON data.
Adds a guide for intermediate mapgen help.
Options: removes the option to not use z-levels at all (3d vision is still
experimental)
Provides point types with coordinate system type safety.
Moves weather from being hardcoded into json.
Changes some awkward terrains into furnitures for better layering.
Creates a machine-readable memorial file at game over.
Dialogue: create an talker API for speakers in a dialogue.
Make rectangle and cuboid generic with respect to point type.
Configure GitHub build matrix to permit more C++ build testing to happen there.
Check for zero weight items.
All .py scripts ported to Python 3 and checked with PEP8 on moderate settings.
table.py partial object-oriented redesign.
Script to list what IDs are present in a tileset.
Revamps vehicle parts shapes to allow chirality - left/right/front/rear.
Removes old artifact code.
Adds a script that generates a list of possible overlay ids.
Adds error-checking of recipe (sub)categories.
Unblacklists most remaining blacklisted mods, enabling more automated consistency
checking.
Reports log messages for failed tests.
Reinstates blueprint autocalc.
Refactored vision_test; introduces a map_test_case framework to make building
similar tests easier.
Adds tests for better_pocket and best_pocket.
Renames skills in preparation for some future improvements; merges speech & barter.
Merges trapping and lockpicking skills into a new 'devices' skill, and expands its
scope somewhat.
Adds default time and fail multipliers to proficiencies for easier JSON entry.
Introduces a STATIC( ) macro that can make the definition of static constants
easier to type and read.
Adds typesafe angle type.
Adds check that Generic Guns migrates all guns, magazines, and ammo.
Enables JSON member visitation checks outside of tests (better consistency
checking).
Displays multi-line JSON error messages correctly when building on Github.
Python tool added to easily translate map coordinates.
Enables a JSON check for mods in the Github build matrix.
Uses (and checks for using) the correct season length for tests.
Uses GNU Parallel to run tests concurrently, enabling concurrent tests in MacOS
builds.
Improves scooter tile representation by adding scooter vehicle parts, which
scooters spawn with.
Reduces file size of composed tilesheets from compose.py.
Implements C++ symbol demangling in crash reports on MacOS, MinGW, and Linux.
Adds tests of automatic triggers for mutations.
Generates a crash report on Android.
Moves Mingw cross-compile CI job from Travis to GitHub.
compose.py: Fixes --use-all when there are no filler sheets.
compose.py: Don't warn about unused fillers matching IDs in tile entries from main
sheets.
Adds a tool to check printf style format string in translations.
## Build:
Moves clang-tidy runs from Travis to GitHub.
Adds -fsigned-char to CMakeLists.txt.
Makes json linter feedback more readable.
Fixes clang-tidy header guard checks on Windows.
Gives progress feedback while running the JSON formatting script.
Set 'disable MS telemetry' flag in VCPKG setup guide.
Automatic handling of vcpkg dependencies.
Vehicles: Update doc/JSON_INFO.md for all fields in vehicle_part.
Improve use of precompiled headers.
compose.py: allow default sized tilesheets to specify offsets.
Enable compiling an Android build under Windows.
Tools: adds a Python script to reformat vehicles to use parts arrays.
Suppresses Homebrew update for faster Mac OS builds.
Adds problem matchers for json errors, compiler errors, DebugLog emissions, and
Catch2 errors.
Adds check enforcing almost-never-auto convention.
Adds a GitHub workflow running flake8 to check the Python scripts.
Consistently styles code in CMakeLists.txt files.
Adds CMake linting.
Captures ODR violations using GOLD linker, ASAN, or LTO.
Adds a CI action to build and release for Windows.
Adds android builds to Github actions.
## I18N and A11Y:
Fixes translations of martial art initiate and computer terminal messages.
Adds support for specifying identical singular and plural forms using `str_sp`.
Removes name_plural and replaces it with str_pl (matching `str_sp` and basic
singular `str`).
Adds a helper for localized sorting.
Records locales in debug.log to assist i18n debugging.
Adds the start of a translator glossary and explains the etymology of Exodii.
Uses class translation in many more places for more flexible translation support.
Infrastructure: Automates translation template push.
Enables using additional languages (Arabic, Czech, Danish, Dutch, Greek,
Indonesian, Icelandic, Italian, Norwegian, Serbian, Turkish, and Ukrainian) with
the game.
Places cursor at highlighted item name in construction and crafting menus, as
expected by screen readers.
Adds translations of the Android installation interface.
# 0.E (Ellison)
## Highlights:
Long distance automove feature for walking, driving and boating.
Extensive bugfixes to inter-level interactivity, on by default.
Riding animals and animal-pulled vehicles.
More flexible Basecamp construction options.
Default starting date changed to mid-spring for better survivability.
Time advancement is rationalized, a turn is now one second.
Extensive river and lake systems, and boat support for navigating them.
Expanded NPC usefulness and interactivity.
Massive increases in location variety and consistency, especially rooftops.
Expansion of mi-go faction with new enemies and locations.
Batteries now store charge instead of being pseudo-items.
Overhaul and rebalance of martial arts.
Zombie grabbing and biting more manageable and predictable.
Overhauled stamina and damage recovery for grittier gameplay.
Crouching movement mode allows hiding.
Magiclysm and Aftershock mods have first class support within the game.
## Statistics:
4429 files changed, 4175739 insertions(+), 2881113 deletions(-)
13,507 commits
~400 contributors
## Features:
Allow terrain and furniture to be used as a nearby fire for crafting.
Adds ranged attacks mutations (using fake guns).
Added ability to write messages on signs with markers too.
Allow starting at a non-default date without advancing rot and monster scaling.
NPCs will move to investigate sounds.
Faction camp: menial labor uses the zone autosort feature.
Wind will now affect the spread of smoke/gas/fire/hot air and move wind powered
vehicles.
Npcmove: improve NPC pathfinding when running from fire or threats.
Add support for NPCs fleeing and following a player who is fleeing.
Monsters: allow pets to wear armor.
Bulletin board to control faction camps, camp overseer resigns.
Guarding NPCs are now available for camp missions and doctoring.
Dig a channel to divert a river.
Follower / Faction camp summary menu and migrate to overmap.
Selfie description includes one of the items nearby.
NPCs can assist with player activities.
Land Use Codes infrastructure.
Differentiate river from puddles, add water wheels.
Ability to view weather around player position.
NPC followers on guard and in vicinity can read with/assist with crafting.
Make skill gain during crafting incremental throughout the activity.
Add NPC retreat, no investigate, and investigate limit zones.
Draw highlights in tiles (e.g. when examining).
Allow specifying starting missions in scenarios.
Make lifting tools (cranes, etc) assist with "wielding" very heavy items.
NPCs: shout commands at NPCs you can't see.
Corpses rot and show their rot status.
Implementation of a new json flag 'CAN_OPEN_DOORS'.
Enable alarm clock functionality access from the 'wait' command.
Add ability to crouch and hide behind furniture, terrain, vehicles.
NPC AI: Move toward the player if he has a completed mission.
Expanded ledge examine action with jump over command.
Adds max radio range and camp radio tower mission.
Add an in-dialogue help tutorial for NPC allies.
Companions provide general advice (hints).
Add the ability to turn prototype cyborg into NPC via Autodoc surgery.
Npcs: improve NPC bandaging.
Any NPC at camp can start missions etc, even by radio contact.
NPC shouts: add danger zone override shout.
Adds an item favoriting system.
Hunger becomes based on stomach volume instead of kCal.
Represent in progress crafts as an item.
Adds ability to exhume graves, adds graves, adds body bag.
Allow monsters to shove vehicles on their way to player.
Added nickname to random name generator.
Radio contact with followers, NPC overmap movement.
Use fuel from firewood source when starting fires.
Eyebots speak to suspects, doing police activity.
NPCs: Allow NPCs to use holsters.
Npctalk: add JSON support for bulk trade/donate.
Add Visibility overlay (debug menu).
Allows NPC to change your hairstyle or beard style.
Basecamps: enable flexible upgrades of the primitive field camp.
Adds a vehicle-mounted area cooler.
Adds Faction ownership and thievery.
Add game report precise system versions.
Crafting inventory now uses flood fill search.
Basecamps: Use normal recipes and fake resources.
Allow professions to have starting pets.
Make crafting failure non-absolute.
Player now burns calories when doing activities.
Model NPC needs as a behavior tree based on Maslow's hierarchy of needs.
Boats push creatures in water out of the way.
CBMs for NPCs 2: Active CBMs with AI control.
Allows trains to move and turn on railroad tiles.
Raytrace sunlight.
Power gen bionic can emit heat, fields and warm part they occupy.
NPCs: support faction tagged zones.
Size mutations affect player size.
Add game information report and SDL screenshot.
New default-unbound menu for consuming specifically food, drink or meds.
Vehicles: allow animals to ride on BOARDABLE parts.
Added toggleable auto travel mode.
Basecamps: Add modular basecamps.
Player overmap auto-travel.
Allow rotation of most overmap specials and terrains.
More features in photos. Allows centered on any tile, captures all creatures.
Blueprint zones for freeform construction planning.
Npctrade: trade multiple items at once.
Implement blackpowder fouling mechanics.
Allow items to use multiple ammotypes.
Tell an NPC to finish your construction tasks.
NPC will say what their current activity is + some infrastructure.
Added ability to splint broken limbs to Autodoc.
Factions: start to implement useful faction relationship API.
Riding animals and animal-pulled vehicles.
Faction ownership of vehicles.
Allow any rope-type item to tie animals up.
Gutter downspouts to act as funnels.
Give dynamic NPCs proper overmap pathing/travel.
Add furniture that can emit fields.
Way to manually put out controlled fire in a fireplace.
Adds vehicle part cargo weight percentage modifier.
Allow quenching fires with any bashing item instead of wielded.
Dogs only bark when they see danger.
Pilotable combat and utility mech-suits.
Custom Filter loot zone.
Make secubots/turrets drop ammo and a salvageable robot carcass.
Allow different tiles for mounted creatures.
Dialogue writers can now directly add missions from JSON.
Add new mapgen piece jmapgen_ter_furn_transform.
Allow player to pick up and handle frozen liquids.
Don't prompt for a direction for an action if there is only one direction possible.
Show needs in the comestible inventory windows.
Add u_buy_monster talk effect.
NPC activity rework - farming and generic multi-activity loop.
Add new mission/talk effect u_learn_recipe.
Use zone for designating a firewood source.
Add peeking through vehicle curtains.
NPC Fishing, Chopping logs and trees, and NPC butchery.
Charge bionics from UPS via Cable Charger System CBM.
Vehicle deconstruct zone for NPCs to work on.
Allow animal-drawn vehicles to follow a walking player.
NPCs: Improve the tactical AI and NPC QoL.
Implements Damage Immunity Flags and Effects.
Add known factions to faction menu.
DROPS_AMMO monsters will drop their remaining ammo in magazines.
Create dynamic micro-factions for dynamic NPCs.
NPCs: friendly NPCs consume from nearby camp stores.
Adds a NON_THRESHOLD flag to mutations so they don't count toward thresholds.
Adds RANDOM_ spell flags for duration, damage, and aoe.
Basecamps: Basecamps anywhere.
Allow NPC to read books and learn on their own, and repair vehicles.
Allow player to use more multi-zone activities - chopping, deconstructing etc.
Adds REGEN_MANA and MAX_MANA to available enchantment values.
Allow martial arts techniques to target humanoids.
Add querry to stop trying to fall of sleep after 30min of trying.
Sleeping in a vehicle has the same features as sleeping on furnitures.
Basecamps: add an emergency recall option.
Allow shooting out lights in the lab.
Add auto start and safe fuel modes to power gen bionics.
Create template from already existing character.
Allow extend to work for mutation_branch::category.
Basecamp storage zone : to populate camp inventory.
Added an ability to geiger-scan NPCs.
Dynamic NPC spawn anywhere on overmap - not just near player.
Spawn some chemicals with random charges.
Added auto-picklock on examine.
Vehicles: allow multiple vehicles on a bike rack.
Vehicle autopilot part for patrolling / auto-farming etc.
Allow auto targeting mode for turrets only with installed turret control unit.
Running/crouching while swimming will result in faster/slower swim speed.
Make vehicles deal damage to items based on their mass and wheel area.
Turrets return fire at unseen ranged attackers.
Creatures can ride along elevators with you.
Changes mechanics of MUSHY flag from from causing insta-rot on next thaw to making
rot progress faster.
Abandon camp NPC talk and bulletin board mission.
Scale learning speed based on INT stat.
Added ups_charges_modifier handling for gunmods.
Adds random town name string.
## Content:
Alternative night vision intensity.
Adds the possibility to find an evil moose in the kitten finding game.
Add "classic literature" and "collector's edition" books.
Adds Free Merchant currency.
Joint Servo CBM - movement enhancer CBM.
Added new z levels to apartments.
Adds basement with a hidden methlab.
Massive roof addition project.
Adds new item groups for labs (especially surface labs) and a lot of equipment and
chemical reagents for them.
Add sheet metal forging and welding recipes.
Adds facial hair that can be chosen at chargen.
Deprecate fictional martial arts.
Adds a new large facility to be the surface entrance for secret Labs.
Added a bandits' forest roadblock made of tree trunks.
Adds 'headless' zombie + upgrades.
Adds new evolutionary lines for zombie soldiers.
Adds new furnitures, nested mapgen, palettes, and more content to abandoned barns.
Made many multitile-buildings exclusively spawn inside cities.
Adds some less dangerous but still thematic zombies for labs.
Adds food irradiator computer console and location.
Add new negative trait: Nomad.
Killer Drive starting trait, Death Row Convict profession.
Adds new monster - Thorny Shamblers.
Add workbench functionality.
Adds new zombie - Gasoline Zombie.
Add `skeletal brute` zombies.
Add speedloaders for many guns, mainly revolvers.
Sitting on chair near table gives mood bonus for eating, new trait for increased
bonuses/penalties.
The Northrop Dispatch robot now replaces zombie grenadiers.
Adds new horse farm.
Mainline Boats mod.
New map extras: dead vegetation, burned grounds, road works.
Adds mud bricks and the ability to make brick walls out of them.
Added support for OnMiss, OnCrit, and OnKill martial arts buff events.
Adds begging and begins adding a storyline to refugee center beggars.
Extended descriptions for terrain and furniture.
Make robots salvageable.
Basic Marloss Evangelist faction.
Adds the Robofac.
Lakes and lots of lake content.
Adds new large gas turbine engines for military vehicles.
Construct a grave and bury your fallen companions or pets.
Updated kitchen unit requirements
Radio station broadcast audio archives.
Dogs are noisy and bark a lot.
Adds new regional dump variation for an NPC faction.
Fix martial arts buff duration and intensity stacking
Add installable gunmods to provide slots for other gunmods.
Allow firing clay items with fire and no kiln.
Add slaughterhouse equipment and industrial item/monster groups.
Added spawn of three types of road violence.
Foodperson: new item, new location, new start, new static npc
Bathtubs can be used like kegs or water heaters to store liquids.
Added a metal motor boat with a single gasoline engine.
Minefields will spawn only at the entry of the bridges.
Adds in many missing descriptions for furniture and terrain.
Adds skeletal shocker zombies.
Prevent martial arts message when not using martial arts.
Add deployable workspaces, and UI support for them.
Added crashed airliner location.
Adds steel mill location to the game.
Add mi-go scout tower and encampment with new mi-go variants and custom alien
terrain.
Ensure proper road connections, add subway connector level.
Some Free Merchant missions will lead to minor changes around the Refugee Center.
Adds microlabs, small 4x4 labs that open only to the subway network.
Rework secubot into a TALON UGV.
Added new human corpses types.
Add a new M240 equipped CROWS II to outposts.
Adds a new spell that provides invisibility.
Adds the Hounds of Tindalos, tough Nether monsters that can appear from teleglow.
Adds new faction camp expansion options, livestock area and modular saltworks.
Adds new faction expansion: storage house, includes: stone, log, wood panel, scrap
metal and wattle/daub palettes.
Add blackpowder loads for some cartridges.
Expand randomly-generated music descriptions.
Adds parrot speech options for more mi-go monsters.
Adds street light, traffic lights and utility pole.
Replace outpost laser turrets with M2HB turrets.
Changes CRT TVs to LCD TVs.
NPCs: Update the NPC tutorial including faction camps.
Add miniature railway location with small rails.
Looks_like campaign to decrease tileset workload.
Dozens of new epilogues.
Tailoring system overhaul.
Faction currency overhaul, no more dollars.
Adds dimensional anchor item and some related fluff content.
Adds buildable small railroad rail.
Makes gun cleaning more realistic.
Removes long grass from random spawns in fields, adds new field map extras.
Rabbits as livestock.
Dry/Fieldstone walls.
Obsolete fictional combat robots.
Adds new leech plant monster family.
Add fetid goop that can change your scent.
Adds rammed earth and mi-go resin building options for the faction camp.
Obsolete flaming weapons.
Obsolete survivor helmets.
Realistic gun volume campaign.
Migrates+obsoletes firearms incongruent with lore.
Tameable Piglets.
Cat Reproduction.
## Interface:
Corpses (not underwear) will be shown on top at the places of death in map extras.
Auto-use oxygen tanks in asthma attack.
Reload all guns and magazines in inventory if reload command is repeatedly
triggered.
Render critters below current z-level in Tiles mode.
Preselect last played world and character in the load menu.
Additional mode to allow diagonal movement with cursor keys using CTRL and SHIFT
modifiers.
Multiple Sidebar Panel Layouts.
Allow sorting items by ammo/charge type in Advanced Inventory Management.
Examine fireplaces, braziers, etc to start fires.
Adds display scent map to tiles version.
Monsters now have different footstep sounds, depending on species.
Mutated poppies and some fungal things have descriptions now.
Add a slew of movement mode keybindings. Make move_mode properly private.
Add 'weapon' panel to labels layout, move wield and style to it.
Add scrollbar to the base mission info pane.
Add durability symbols to all vehicle parts. Add leak indicators in vehicle
interface.
Allow picking up nearby items with the `g` hotkey.
Randomize scenaro in New Game -> Random Character.
Allow switching firing mode and reload from [f]ire menu.
Automatically craft on best adjacent workbench.
Game window now resizes based on sidebar size.
[E]ating menu now stays open on the last consume item.
Allow repairing items outside of the player's inventory.
Fix vehicle zones not updating when trying to sort loot after moving vehicle
Turns static/scenario NPCs and 'experimental' z-levels on by default.
Added possibility to change font size settings in game options.
Adds estimated nutrition disclaimer to crafting screen.
Add guidelines to vehicle interface for easier cursor location.
Message cool-down - reduce similar message appearances.
Wait option: Wait until you regain stamina.
Auto-notes for map extras.
Show best tool quality when selecting butchering.
Adjust mana panel code to only appear when the player knows spells.
Adjust malnourishment to use bmi values.
Genericize butchery messages for dissectables.
Overmap mission UI improvements.
Selecting vehicle controls has been made smarter, and it won't prompt you if it
doesn't need to.
Added an option to position the item pickup panel.
You can now view your missions from the overmap.
Make windowed borderless fullscreen mode default on non-curses non-Android
versions.
Debug tool for viewing map radiation.
Add movement mode coloration to panels, standardize mode letter fetching.
Tweaked @-menu (player stats description submenu) UI.
Allow map memory drawing mode selection through options.
Add new wide labels sidebar layout. refactor many panels functions.
Items inspected on the trade screen now show their description in addition to
stats.
NPC trades will check for confirmation and inform players if they may not get full
value.
Show if monsters and NPCs are aware of the player in their description (visible
when x - looking at them).
Reordering and grouping skills list in @ menu.
Wait til Dawn/Dusk is changed to Daylight/Night.
Implement selective auto note preferences and a manager GUI to modify them.
Allow mission descriptions to refer to the effects of the mission.
Map editor overhaul.
Always prompt before climbing or vaulting over terrain.
Fix water wheels and wind turbines not showing charge rate on vehicle overview.
Replace kills window with new scores window showing additional info.
Fixed "add/remove monster from safemode blacklist" text not visible in Look Around
mode.
Show correct info about transform target's fitness.
Display craft name and % finished on top of screen.
Remove progress messages in exchange for progress popups. Add progress popup for
disassembly.
Added ability to toggle minimap on and off in Look Around window.
Add visual indicators for dead zombies that can still revive.
Add run and crouch colors for the player's symbol in ASCII.
Display status for all long activities.
Enable autosave by default.
Include placeholder text on job categories.
Add 'n:' prefix for item filtering, to search through an items note.
Make AIM window width customizable.
Allow saving starting location as part of character template.
Display power capacity in mJ in item description.
Show acid and fire protection in the relayer armor screen.
Adds pain and fatigue penalties on the morale screen, when applicable
Display current power in bionic menu with appropriate unit.
Bionic UI: power displayed in kJ, J or mJ.
Eat menu: Display volume per serving.
Limits "this task is too simple to train" messages to once per craft or batch
craft.
Pump SDL events during player sleep to avoid bad window behavior.
Reading: Progress on top of screen.
Display list of useable fuels in cbm item description.
Make constructions in progress display the progress percentage.
Add sort by barter value to the advanced inventory screen.
Fallback fonts can now be specified for the tiles build.
Crafting menu shows range of possible nutrients for food crafts.
Adds new safemode rule category for ignoring sounds.
Return the default font to Terminus and slightly improve fallback handling.
Improve directional highlight prompts.
Blind firing at unseen targets won't show info about hits and "Really attack?"
query.
Fixed translated strings sometimes not fitting in character creation menu.
Updated terminus font to latest version and set it as new default font.
Make ESC key stop trying to sleep.
Skimming through book's contents won't show skill progress indicator.
Adjust display of item value precision.
Add the option to display ascii art in item description.
Added 'destroys' message when items are destroyed (rather than just damaged).
Tainted tallow and poppy buds are now in the chemicals category (was 'other').
Added basic controls help to Android prelaunch menu.
Made can't-fire-gun messages more consistent.
Made aiming UI controls more consistent.
Change message for consuming liquid fuel to "Fuel bionic with it".
Add water clearance to vehicle interaction. adjust sink/float phrasing.
Ignoring far-away monsters re-warns when dangerously close.
## Mods:
Re-adds fictional martial arts as a mod.
Added Aftershock sci-fi mod.
Adds the Magiclysm Mod.
Add graphical mods category, put mods in it.
Add Stats Through Kills Mod.
Adds Bulettes and will-o-wisps to Magiclysm.
Add personal and outer aura layers, as well as the intangible flag.
Magiclysm: Adds a new monster - black pudding.
Add Blood Power Generator CBM to Magiclysm.
My Sweet Cataclysm adds the ability to play as an humanoid made of sugar.
Adds Graphical Overmap mod.
Adding a bionic prepper faction to Aftershock.
Add Fuji's Military Professions Mod.
Adds ARMOR enchantment values for each damage type.
Added hit_you_effect and hit_me_effect fields to enchantments.
Adds the ability to pick letters in the spellcasting menu.
Creates clairvoyance spells in magiclysm.
Mythological Replicas mod works with martial arts.
Completely overhauls generic guns.
Adds the Ultica tileset to mainline.
Add BrownLikeBears to the list of tilesets.
## Balance:
Overhaul of all Martial arts.
Remove reinforcement of non-cloth items.
Allowed moving furniture over spilled liquids.
Anesthetic kit is now a tool, it uses anesthesia as charges.
Overhauls how the game handles batteries.
Zombie pheromones makes zombies ignore player rather then go friendly.
Toaster pastries and other sweets are now less fun than cocaine.
Use sqrt of sum of squares to calculate total morale.
Food isn't as enjoyable when you're sick.
The higher your z-level, the farther you can see on the overmap.
Electrical damage has a chance to temporarily incapacitate bionics.
Randomize amount of ammo in gun spawns.
Downed creatures require a check to stand up early.
Adds evolutions for lab zombies.
NPCs: only train at 100 practice at a time.
Remove magical damage boosts for unarmed combat.
Reduce healing rate to realistic speeds.
Player's weight varies with BMI and size.
Nerf outlandish drug effects.
Surgery consumes anesthetic at a rate of 2mL/mn.
Reduce turn time to 1 second.
Adjust turrets to reflect real world remote weapon systems.
Vehicle wheels require vehicle mounts.
Armored creatures won't take damage from stepping on a sharp or rough terrain
types.
Separates gunpowders by type.
Make most bugs avoid fire and some avoid falling.
Cbms harvested from NPC are filthy and faulty.
Changes game default start date to 30 days after Spring.
Being grabbed drastically reduce your dodging ability.
Allow zombies to push each other when blocked.
Raw food provides fewer calories compared to cooked.
Triple damage from falling.
Adds controlled burst modes to machine guns.
Exchanged M202A1_talon to M16A4 robots in military outpost.
More realistic temperature, precipitation, humidity, and pressure.
Giant animals drop mutant meat, has negative effects if relied upon.
Balanced bio repair nanobots.
Standardized chemical powders for 1 unit = 1/100 mol.
Apply item spawn scaling factor to monster drops.
Balance bionic power use for realistic values.
Allow large and huge creatures to move through underbrush.
Mouse view was truncating last row of information.
Draw debug vehicle autopilot AI and restore previous behavior.
Fix accidental IR vision.
Can create camps in buildings that don't face North.
Fixes martial arts initiate message when equipping an item.
Fixes crashes involving bayonet type items.
Terranian sonar allow to see digging monsters behind walls.
Stops large critters from using tight passages.
Prevent counterattacks if tired or dead.
Allow low strength characters to drag furniture within a reasonable range of their
strength.
Dramatically slow fungal sporeling maturation rate.
Replaced sleep effects for fatigue effects for infected and recover status effects.
Monster/pet carry weight changed to 1/5th of body weight.
Factor in animal carry weight when determining yoke-and-harness power.
Incorporate human meat and fat into existing recipes, remove dedicated recipes.
Revamp EMP grenade recipe.
Limit the kinds of terrain that are vulnerable to mattack::growplants.
Only apply speed penalty from heat to main body parts, fixes extreme slowdown from
overheating.
Increased mass and decreased volume and prying ability of makeshift crowbar.
Eating same food repeatedly gives less fun.
Greatly reduce ranged weapon firing times.
Cable charger CBM don't draw power when you're full.
Increase bicycle, dirt bike, and electric bicycle spawn rates.
Adjust MRE caloric value to reflect real MREs.
Lower max stat cap in character creation to 14.
Overhaul archery balance.
Greatly reduce vines reproduction rate.
Horses now spook and refuse to approach enemies.
## Bugfixes:
Correctly set liquids as solid when they freeze.
Fixed long overmap location name being overwritten by "Distance to target:" string.
Fixed NPC dialog around lying and succeeding at missions.
NPC AI: Increase minimum priority for close monsters.
Adjust view offsets and re-enable sidebars for look, aim, etc.
Correct mouse input location in sdltiles build when scaling is enabled.
NPC AI: patrolling guards are still guards.
Fix corpses multiplying on revive.
Player now can see adjacent opaque tiles while standing on another opaque tile.
NPC AI: stop attacking non-hostiles.
Ambient sound won't be heard by players wearing earplugs or otherwise deafened.
Don't bash items inside sealed terrain or furniture.
Disallow rotten components in non-perishable crafts.
Prevents occasional inappropriate vision across z-levels.
Consume tool charges incrementally during crafting.
Refuel fires while waiting.
Extreme cold and heat won't be damaging bandages or contaminate disinfected wounds
no more.
Prevent fire from spreading through non-flammable walls.
Fixed the issue of NPCs shooting through you to get to zombies.
Fix NPCs reverting to the unrecruited state when asked to stop activity after save
and load.
Fix crash observed when encountering Mi-go slavers with Magiclysm loaded.
Fixed infinite loop on auto-sorting.
Avoid bug where monsters would sometimes go nuts with unnecessary movement.
vehicles: always apply a minimal slowdown.
Fix pulped Z raising anyway.
Fields are not spreading north-west when they shouldn't anymore.
Fix horses making engine sounds.
Fix items lying in furniture get damaged if one is throwing something at them.
Items piled up beyond a tile's limit can pass through walls.
You are still stuck in rubble even if you clear it with a shovel after getting
stuck in it.
Correct magazine inside guns/monsters.
Load migration ID strings from the right JSON object.
Nerf Smoke field so that Filter mask protects from smoke.
Mouth encumbrance doesn't drain stamina while walking.
Stop basement parachuting zombies.
Prevent bicycle archery.
Fix for resuming after stamina recovery was interrupted.
Fix starting season calculation.
Maps: stop tunneling tree-felling.
Fix damaged weapons having zero range.
Fixed targeting UI issue for reach attack.
Make environmental protection really protect from fields.
Attacking shocker with worn non-conductive gloves won't zapback you.
Fixed infinite z-level raging firetower bug.
Fix for infinite counterattacks at low speed.
Stop lasers, plasma, and bolts of electricity from being referred to as 'flying
projectiles'.
Fix vanishing pet carriers on release.
Npctrade: fix crash when trading with Free Merchant merchant.
NPCs now properly open furniture doors.
Fixed inactive incendiary grenades not exploding if thrown in fire.
Fixes check for broken limbs when using muscle engines.
Fix unarmed experience gain calculation.
Maps: rework collapsing to prevent weird lab collapses.
Shockwaves don't cross z-levels.
Fix ground disappearing upon terrain destruction with experimental z-levels
disabled.
Adjusts the heat and toxic atmosphere of mi-go bases.
NPCs faint when infinite looping, instead of dying.
Weather Tweaks - new light drizzle category and fix wind.
Fix an active item cache bug that occurred upon map shift.
Giant worms can't be detected by IR vision anymore.
Unboard NPC before vertical shift.
Prevent autoattack through floors and ceilings.
Close exploit that allowed peeking through floors and ceilings.
Consistent NPC reach range with trigdist.
Stop autodrive on any collision, not just damaging ones.
Fix NPCs running out of stamina.
Make copy of item to be thrown - fix throwing bugs.
Heat slowdown shouldn't stick around when character is not HOT anymore.
Fixed impossible to sleep on hard ground.
Make 100% spawns always spawn even with low spawn density.
Make safemode work if compass is hidden.
Fixed body window to show broken limb healing progress.
Fixed NPCs being able to be pushed into danger.
Fix monsters spawning on the player's level when intended for other levels.
Stop ant tunnels stomping over other map terrain underground and removing
staircases.
Prevent attacking with items that take very many moves to attack with.
Fix time travel due to 1s turns.
Correctly predict craftability of recipes with overlapping item requirements.
Fix monster evolution delay bug.
Fix first intercom mission dialogue tree.
Stop Hulks teleporting after shoving vehicle.
Fix infinite NPC love exploit.
Allow zombies to smash.
Prevent auto attacking allies.
Migrate direct item spawns.
Always prompt for direction if autoselect disabled.
Fix NPC equip due to mutation fail message.
Fix dangerous pickups and auto forage not working together.
Rebalance stamina and pain penalties for dragging wheeled vehicles.
Auto-travel; prompt when overburdened, and allow stamina-resting.
Make vehicle dragging not slow for strong-enough characters.
Prevent monsters from leaping to their death in water.
Clear up item ownership for dead factions.
Recalculate vehicle viability after part destruction.
Monsters randomly select targets instead of preferring to attack the player.
Fix player monster interactions when climbing between levels.
Prevent endless deathcam loop when dying while asleep.
Spawn vehicles and junk in junkyard.
Fix firing accuracy calculation when entering aiming UI with no target in sight.
Fix infinite loops and performance of NPC catching up on moves from time spent
outside reality bubble.
Make NPC overmap spawning weakly relative to player omt pos.
Fix crash when detaching vehicle from bike rack in old saves.
Allow drugs to modify morale again.
Fix check for monster blocking stairs.
Prevent monsters from seeing each other across z-levels.
Fix NPC backlog of activity moves freeze.
Fix savegame migration of obsolete house overmap terrains.
Fix throwing movement cost for stacking items like bola/net/throwing stick.
Stamina recovery no longer modified by move mode.
Fix infinite aim loop when aiming with IR vision.
## Performance:
Limit start location search radius.
Vehicles: don't refresh while creating a prototype.
Faster tileset loading due to optimized color manipulation routines.
Remove unnecessary `draw_panels()` calls.
Extract pixel minimap into a separate class, clean the code and improve its
performance.
Implement flat_set container to improve performance where appropriate.
Do not translate debug-only message strings.
Make square roots static in simplex noise implementation.
Speed up scent adjustments during field processing.
Speed up calls to get_local_windpower, get_heat_radiation and get_wind_blockers.
Build bitmap cache of field locations.
Increase performance when in-game debug mode is disabled.
Increase performance of effects with empty memorial log messages.
Do not make excessive translations for bash sounds.
Faster enumeration of active items.
Avoid recalculating vision and lightmap unnecessarily.
Only retrieve vehicle list once a turn.
Increase performance by removing check for recipe every crafting turn.
Allow member access to weather_datum to bypass unnecessary translation.
Improve performance when fishing.
Avoid unecessarally enumerating monsters.
Defer testing validity of scent grid modification points until modification commit.
Speed up item::process_temperature_rot.
Makes tests go vrooom. Makes it easier to read and understand the code.
Optimize many NPC AI operations, throttle item search.
Optimize vine growth special attack.
Add adjustable 3D vision Z-level cap.
Speed up monster action planning.
Refactor monster regeneration flags.
Reduce memory usage of itype.
Remove superfluous refresh calls from list views.
Improve recipe loading speed.
Fix out of control vehicle processing overhead.
Fix low UI performance on Windows build when using the English language.
## Infrastructure:
Npctalk: Complete overhaul of NPC conversation infrastructure.
Get rid of Lua modding.
Allow a player_activity to refer to specific monster(s).
Update basecamp infrastructure to not require a camp overseer.
Internally store kcal instead of nutr values.
Achieved universal code styling.
Combines rotting with item temperature.
Trigger test failures when tests cause error logs.
Npctalk: make mapgen_update into a dialogue effect.
abort() on crashes so core dumps will be produced.
Add support for time strings and use them in many places.
Adds magic spell effects.
Make auto-mining use item actions.
Switch language version from C++11 to C++14.
Updated minimum supported compiler versions to gcc 5.3, clang 3.8.
Run clang-tidy on Travis.
Update Catch2 to 2.9.1.
Unify overmap terrain matching.
Prevent use of stale pointers in item_location.
Save map extras with overmap.
Use custom clang-tidy plugin for Cata-specific code checks.
Use colony for map and vehicle item storage.
Use enum_bitset instead of std::set for spell flags.
one_turn_in(time_duration) function added.
Remove most uses of long and unsigned long from the code.
Add colony data structure.
Overhaul implementation of map fields.
basecamps: add support for automatic calculation of blueprint ingredients.
basecamps: add support for blueprint_excludes.
Mandate description of terrain and furniture.
Basecamps: add a namespace and calculate workdays.
Significant progress toward rationizing character/player/NPC classes.
Added weather change effect for carrying artifact with AEP_BAD_WEATHER property.
Add lighting overlay (debug menu).
Add energy units using units::quantity.
Refactor player::calc_focus_equilibrium, disp_morale, update_mental_focus,
reset_stats
Template read_from_json_string.
Monsters can cast spells as a special attack.
Use time duration strings for effects.
Introduce a faster linked list implementation.
Add Spell fields as new members of spell_type.
Implement new item type for batteries.
Use time_durations instead of ints for faults.
Time audit. Saner calendar field names.
Unify spell effect functions to deprecate the if else ladder.
Allow aliasing extendable lake shore terrain.
Add custom clang-tidy check to enforce consistent point initialization.
Convert calendar into a namespace.
Add static analysis check for fields that could be replaced by points.
Enforce use of point / tripoint overloads where available via a custom clang-tidy
check.
Moved windows and flora (trees, shrubs, grass) into new files from terrain.json
Report a verbose error message in case of backtrace failing to grab the symbols.
Added support of various generator types for map extras.
Items in trades are better checked for errors.
Changed mutagen craft tools to crafting requirements.
clang-tidy now checks for use of point arithmetic and suggest refactoring to make
more use thereof.
Introduce character_id type (rather than just using int).
Change all instances of 'volume' in JSONs to be a metric string.
Allow spawning exactly one monster from a monster group and set it mission target.
Add a prototype event bus and Cata-specific variant type.
Overhaul of enum <-> string conversion code.
Track kills through event_bus in new dedicated kill_tracker class.
Allow missions to specify if they provide generic rewards.
Introduce dedicated class to manage memorial log.
Weight and weight_integral can be defined using a string.
Add u/npc_adjust_var and u/npc_compare_var effects and conditions.
Use mass strings for item weight.
Improve built-in support for (de)serialization of containers.
Show charges, damage, active, tags and item variables of items in debug mode.
Add new object to track event statistics for use in calculating scores.
NPCs: annotate talk_tags with the usage.
NPC can used fueled CBMs.
Refactor object cloning to improve memory safety and simplify implementation.
Stricter json parsing; errors will occur in more places.
Support json-defined scores as a function of events.
Use clang-tidy to check gettext calls in static variables.
Introduce functions to assist with drawing tabbed windows.
Allow auto-wielding of items in professions.
Enable Magiclysm on one Travis job.
Preliminary tagging of all overmap locations for NPC AI.
Make possible to define `item_transform` and `cast_spell` item actions which are
only allowed when wielding or wearing item.
Rework and unify teleport methods.
Create enchantment cache for use with enchantment values.
Adds JSON capability to range_with_even_chance_of_good_hit.
Uses the units::energy infrastructure for bionic power.
Clarify some documentation relevant to monsters and basecamp recipes.
Add a clang-tidy check to check for text style in the c++ code and json.
Remove all of the legacy vehicleparts JSON.
Refactor fields: allow multiple effects.
Add regional terrain/furniture resolution to mapgen.
Change snippets to use string ids instead of hashes.
Adds support for different mending methods for a single fault.
item: refactor info() to break it into multiple smaller functions.
Add the ability to load tilesets from user_dir/gfx.
Detect unsed json object members when parsing json data.
Add infrastructure to support using vitamin system for toxins.
Simplify generic multiple activity handler.
Tilesets: add tools to automatically create tilesheets.
Easier charges setting for json item spawns/groups.
Scents can have a type.
Can set up clothing mods to be valid only for certain items.
Allow compose.py to function when tile JSON is missing the 'bg' key.
Reduce submap size by changing submap's camp member to unique_ptr.
Automatically create user_gfx directory.
Adds a few more biome-dependent terrain types.
Holiday title screens.
Max_volume for terrain and furniture can be defined with strings.
New JSON recipe property for overriding inheritance of specified flags.
Further expands regional pseudoterrains and works them into some map palettes.
Retire procedurally generated houses and basements.
Allow random tile variants for immobile furniture.
Implement volume_reader and mass_reader for read and write.
Allow spawning npc via iuse action.
Add MAINLINE_MODS.md to document mod inclusion criteria and procedures.
Improve overmapbuffer searching routines.
Added repair_like property to prevent unreasonably difficult to repair items.
Add scenario whitelist/blacklist capability.
Adds a getting started type of guide for mapgen.
Add debug menu item for spawning nested mapgen.
Add script to generate tags for CDDA json data for easier navigation in standard
text editors.
Use github's code owner system to alert mod maintainers to changes.
Added support for user font directory.
Improve submap encapsulation.
Add a multitude of tests for item display and effects.
Pass CLI arguments from cataclysm-launcher shell script to cataclysm binary.
Clean some exothermic CBM code.
Added override_option class to help write tests which require a particular option
to be set.
Can specify delay in emit_fields for monsters.
CONSOLE_DESPAWN flag to despawn turrets with a console.
Moved entity definitions to JSON: zone types, loot zones, scent neutralization,
ammo effects,
flag inheritance in crafting, comestible enjoyability, gunmod weight modifier,
allergen handling,
species footsteps sound, bionic slots, swim speed modifiers, construction
categories,
martial arts skill and damage requirements, hunger messages, artifact effects and
food morale modifiers.
Large numbers of unit tests added to enhance stability.
Expand testing doc with examples and tips.
## Build:
Npctalk: add a python dialogue validator.
Update homebrew install instructions.
Adds Flatpak build recipe.
Clarify the compiling directions for Visual Studio.
Enable github bot that automates closing stale issues.
Add cygwin to COMPILING.md, also add short descriptions of each option.
Allow building with Clang using MinGW-w64 libs.
Check translator comments with clang-tidy.
Document how to build and run the custom clang-tidy checks on Windows.
Provide NOOPT=1 build option for make.
Made JSON formatter conserve escape sequences.
Use libbacktrace to generate readable backtrace on Windows.
Fix -Wrange-loop-analysis warnings with Clang 10.x.
Save build artifacts from github actions CI.
Include additional files to binary distribution.
Updated Android build process.
# 0.D (Danny)
## Highlights:
## Features:
## 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 miscellaneous 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 possibility 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.
Rearrange 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/Disinfectant 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:
## Balance:
## Bugfixes:
## 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:
## Build:
Localizable HP bars.
Implement printing aim accuracy as numbers.
Textual vehicle facing indicator.
Translatable moon phase.
Fix of untranslated (sub)category in crafting gui.
Don't 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.
## Statistics:
3271 files changed, 4621405 insertions(+), 1700313 deletions(-)
37,604 commits
~700 contributors
======
# 0.C
## 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 (pockets, padding, and reinforcing).
## 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 inoculates 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 metallurgy 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!
## Interface:
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.
## 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.
## 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.
## Performance:
## 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 unnecessary 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.
======
# 0.B
## Features:
## Infrastructure:
## Balance:
## Content:
## Interface:
## Performance:
## Bugfixes:
No bleeding effect if your armor absorbs all the damage.
Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle
collisions.
Prevent dragging furniture from hoovering up items.
Option to force software rendering to work around hardware support issues.
Players are ejected from vehicles when their seats are destroyed.
Contents of items destroyed by interacting with them are dumped instead of being
deleted.
Restored function of area melee attacks.
Made various battery mods play nice together.
Prevent segfault in the unlikely case that you miss so badly that you shoot
yourself.
Don't cause blood spatters when the attack does no damage.
Avoid crashing when loading a corrupted submap.
Avoid resetting creature speed to 100 when a creature is saved/loaded.
Option to disable joystick input in case you have a broken joystick.
Always practice at least one of the melee skill types when attacking.
Fixed off-by-one error that made 100% coverage armor 99% coverage.
Move critical multiplier calculation after armor absorbs damage.
Added move cost for interacting with computers.
Use maximum heard sound for effects (such as deafness), not the sum.
Player graveyard works as intended, most recent player save is moved to the
graveyard folder.
Factored weight of items in furniture into cost of dragging the furniture.
Gunmods with firing modes finally make correct sounds when fired.
Guns spawn with ammo when mapgen calls for it.
Fixed longstanding bug where displayed warmth would fluctuate wildly if your body
temperature was optimal.
Prevent player from taking damage when driving over an acid puddle.
Taught zombies how to pick the right stairs.
Fixed bug where zombies can attack at range after a knockback.
Lots of window refresh cleanup.
Turrets and vehicle turrets now respect friendly status when burst firing.
Fixed a bug where monsters could see further than they should in circular distance
mode (they still used square dist).
======
# 0.A
## Highlights:
Module manager.
Fullscreen mode.
Many mutations, more refined mutation progression.
Improved view options for driving.
Improved item handling, including category views, partial stack handling.
Mouse move and mouselook.
Fishing.
Working Refrigerators.
## Features:
## Infrastructure:
## Balance:
## Content:
Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip
razors.
Too many mutations to list, including mutagen types and recipes.
Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels.
Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new
traits.
Mutation-themed dreams, cowbell, atomic batteries, dojo and contents,
vending machines and bank cards.
Dinocataclysm added as a mod at long last!
Lots more terrain and furniture is now bashable.
Several new houses and other buildings.
Variations of vehicle condition (damaged, blood-splattered, engine running, etc)
Creatures fling around appropriate fluids and chunks when gibbed.
Several content packs that allow enabling/disabling different categories of
content.
Shoggoth.
## Bugfixes:
## Performance:
======
# 0.9
## Highlights:
## Features:
## Bugfixes:
# 0.8
## Highlights:
## Features:
## Bugfixes:
======
======
# 0.7
## Highlights:
Use ncursesw   and gettext for i18n support and expanded character palette.
Configurable   Autopickup feature.
Configurable   item spawning lists, now with more configurable spawn frequencies.
New advanced   bionics.
## Features:
Use ncursesw and gettext for i18n support and expanded character palette.
Configurable Autopickup feature.
Configurable item spawning lists, now with more configurable spawn frequencies.
Probability Travel Bionic (walk through walls!)
Railgun Bionic (throw metal items at the speed of electricity!)
Flashbang bionic.
Shockwave Generator bionic.
Chain Lightning bionic.
Artificial Night bionic.
Streamlined lumberjacking tasks.
Splints are now craftable and (slowly!) heal broken limbs.
Recover CBMs from butchered player corpses
Small game arrow.
Spoiled (rotten) items will now be removed from the map after twice the time it
takes to spoil.
Lit torches set enemies on fire.
Toggled Metabolic Interchange bionic, active power sources.
Changed Optimist to be more thematic and balanced.
Morale effects have more flexible durations.
Extensively reworked fire handling, e.g. campfires should last a more reasonable
duration.
Preserve martial art style selection across wielding/unwielding weapons.
Simulate alt+number input for SDL version.
Quicksave command.
Added basic sludge crawler monster
More crafting recipes.
Stash knives in your boots.
Folding bicycle you can stash in a trunk.
New improvised guns.
More survival-ish foods.
Added some more heavy pistols and ammunition.
New Improvised lockpick!
Floatation Vest.
Added wine and a new shirt.
Towels.
Fuzzy time display, and precise time with wristwatch item.
## Bugfixes:
======
# 0.6
## 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 changelog list)
* Vehicle collision physics are now based on *actual* physics! Reduces collision
insanity.
* Option to use trigonometric 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 disappearing.
* Mostly remove limits on how many items fit in a tile of ground.
* As usual, many bugfixes.
## Full list:
======
# 0.5
## Highlights:
* Many new details added to mapgen! New buildings, ruined vehicles on roads, and so
on.
* Much more modding-friendly: MANY bits of data have been moved into data files,
rather than being hardcoded in the source.
* A handful of recipes can be learned from sources other than just leveling your
skills.
* Artifacts should save/load properly now!
* Assorted UI tweaks and improvements.
* Weather radio and directional antenna.
* Rain funnels - first step towards proper rain barrels.
* Robust Genetics and dodging have both been significantly rebalanced, and should
actually be useful.
* Zombies wear damaged clothing.
* Tailoring is more important, and string is easier to acquire.
* New content all around!
* Numerous bugfixes.
## Full list:
======
# 0.4
Make the battery system bionic only consume as many batteries as necessary to fully
power yourself
Knives can also cauterize wounds now. Requires a lighter.
Soldering irons (and hotplates, why not) can be used to cauterize wounds, causing
pain and removing any bleeding or uninfected bite effects.
Fixed crash bug in Windows when attacks hit something off-screen?
Fixed precipitation animation with shifted viewport.
Can now disassemble items from the examination screen.
Added colored hinting to the item examination sidebar listing possible actions.
e.g., "W" (for "wear") is grayed out if the item isn't wearable.
Added ability to craft a recipe continuously (until out of materials, etc.).
Reduce (maybe fully fix) wolf self-attacks.
Power armor.
More fitted gear, and a few more pieces made craftable.
Vehicle-mountable water tanks and kitchen units, implied storage-battery-charging
generators.
Map tiles can now contain up to 64 items.
Beer has been made weaker, and now appears in kegs in liquor stores and bars.
Steel jerrycans.
Any gun can now be used one-handed if you are strong enough.
Hardcoded frostbite not to occur above freezing temperatures.
Improved fire's ability to warm the player. Also, standing on fire and being on
fire warm up the player.
Fixed body temperature equalization.
Sunny and clear weather no longer warm the player underground.
Standing in water or sewage will increase the rate of heat loss (but not make the
player colder)
The head and torso now lose heat faster than other body parts.
Body temperature drops as you lose HP.
Encumbrance menu's listing of warmth has been made more colorful.
Mouth (face) now has appropriate cold and hot diseases.
The ability to cauterize wounds to heal bites and stop bleeding. (a)ctivate a
knife, requires a lighter.
The ability to craft an item as many times as is possible. Defaults to the + key.
(Linux and Mac users will need to assign a key)
Added M72-LAW. Makes a large explosion and penetrates armor well. One shot only.
Clothing can be made fitted by (a)pplying a sewing kit.
Some foods can be heated, hot food grants a larger morale bonus than cold food.
Ammunition explodes rather than burning.
Lightstrips, function as weak light providers. Craftable.
Bandages and First Aid kits no longer show uninjured bodyparts in the menu.
Some basic professions, more to be added later.
======
# 0.3
======
# 0.2
======
# 0.1
Palisade Walls and Gates - Pretty tough to bash down, and can be fired through
Log Walls - Basically the same as wood walls, different construction methods.
The ability to disassemble tshirts and tank tops by hand. - Handy for bleeding.
Revolver Shotgun - NotTe much to say on this.