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changelog.txt
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changelog.txt
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# 0.H
## 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
Threshold substitutions
Small scale anaerobic digestion system
Shatter a zombie's torso armour with a good hard hit.
Limbify Feathered Arms, rework gaining Bird Wings
Unhardcode KI strike / Drunken master
Make power grids easier to disconnect, reconnect, and merge parts to
Beast mutants can mutate quills
Adds a new trait, Tiny Stomach
Add new hairstyles from Mawranth's Hair Salon
Unhardcode and limbify attack vectors
Add new function follower_present for use in JSON
Graphical construction preview
Resume butchering
The player can swap between defined outfits with the 'set of clothes' item
## 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
Honk your clown nose!
Add a new LMOE mapgen layout
Eeeeven MOOORE mission context dialogue for Liam (Friends to the End).
Adds a significant amount of extra dialogue and conditionals to Isherwood (Isherwood update part 1, 50% done)
Add a new high danger Yrax construct
Add poultry meat
Adds ASCII Art to 619
Created Map Extra that spawns monsters from the Group_Worm
Adds a lot of mission-specific and chat/small-talk dialogue to Liam (Friends to the End scenario)
Rework exoskeletons
Adds still more mission-specific dialogue for Liam (Friends to the End)
Add XL and XS versions for french maid clothes/aprons/hats
Fridges and freezers. What do you mean 'we already have some'?
New portal monsters: unviable life forms
Challenge start - hunted forever. Starts with the nemesis, but it comes back stronger everytime it dies
Adds a new globally unique special to spawn in the ocean : an Oil Platform !
Overhaul and flesh out Barry Isherwood's rescue mission
Prepper Militia Community
Add Snow Cones and Snow Machines
Add three new locations to Aftershock
New jewelry added
Night vision helmet attachments
## 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
AIM: when cannot wear, try to wield
Separate keybinding to select default ammo for RELOAD_AND_SHOOT/RELOAD_ONE weapon
Show NEW! in List Items menu
Adding spell name to the casting... widget
Adding Classless as a supernatural category
Mission UI migrated to imGUI
Provide a visual UI for changing vehicle part shapes
Display RAS weapon reload time in aim ui
## 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
[MoM] Add `city_sizes` parameter to city buildings
[Sky Island] Add east bunker room upgrades to possible missions
[MoM] Rework Far Hand into the "Move items" power and Force Shove into the "move creatures" power
Tune conveyance spells with scaling modifier
[MoM] Add the Megakinesis telekinetic power
[Sky Island] Add buildable north chamber missions and mapgen
[MoM] Add actual fear effect to Primal Terror telepathic power
Aftershock: Add two crashed shuttle maps
[Bombastic Perks] Add Stormwrought line of playstyle perks
[MoM] Add pseudo tool to nether crystal outcroppings, add that tool as a possibility to contemplation recipes
[Bombastic Perks] Yet more perks
[MoM] Add zombie breaker, change MoM zombies to copy-from mon_zombie_base
[MoM] Fix Force Shove to account for target weight
[MoM] Add Astral Projection Clairsentient power
[DinoMod] falcarius
[Sky Island] Add west bunker room upgrades to possible mission
[DinoMod] skeletal looks_like fix
Technomancer pain ignoring spell
[MoM] Add `city_sizes` parameter to city buildings
Aftershock: New combat bionics
[Xedra Evolved] Even more paraclesian powers
[Sky Island] Upgrade central skylight missions and mapgen
Aftershock: Add a space station clothes store
[MoM] Using psionics in or near the Nether is more powerful, but also more risky
[No Hope] Adds a difficulty setting prompt to determine item spawn rates
[MoM] Add triffid psions
Aftershock: Add poison based bullets, grenades and 'toxic flamethrower'
Give Liam opinions in XE
Add new homullus mutations that increase equipment durability
Being mute prevents casting VERBAL spells
[Magiclysm] Being grabbed makes SOMATIC spells harder to cast
[Xedra Evolved] Make Paraclesian fae's magic easier in appropriate terrain
Aftershock: Basic Hacking EOCs
[Xedra Evolved] Make Paraclesian fae's magic harder in some circumstances
## 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
Removed palm metal plating on brigandine gloves
City buildings are restricted to spawn in (more) appropriately sized cities
Unattended crops that are ready to harvest will die if not harvested before their next growth period
Make Quadcopter Drones Produce Sound
Make most plastic and glass containers transparent
Added limb blocking to bionic styles
The average skill level of NPCs will rise over time
Random NPCs have the same starting skills and proficiencies as the average new character
Food continues to rot at temp above 63C
## 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
Fixed frame lag in imgui text inputs
Fridges do not drop 999 kilo of copper when disassembled
Cureall Effect (Panacea) now cures early stages of cold and flu
Fixed arrows disappearing when unwielded
Make pupating zombie explosion quieter
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
Fix segfault-causing error in _characters_nearby
Fix shotgun speedloader and speedloader chute
Do not try to unload your bow when it is not loaded.
Favorite ammo must be on the avatar.
Fix split vehicles always using the incorrect pivot point
Transformed active mutations (extended claws etc) properly cause instability
Only count CONTAINER type pockets in the pickup inventory
Allow select-all when highlighted item is non-selectable
Eddie can talk about his father.
Fixes issue where ImGui popup doesnt wrap buttons to a new line when the overall length is too long
Wet Towels No Longer Prompt to be Turned Off
Maybe prevent rare crater generation error
AIM: Now moving all items will not move favourite items, if other items are present.
Misc repair kit draws ammo from around player and inventory, opposed to an internal ammunition pocket.
Fixed issue where Android gesture inputs were not recognized by ImGui windows
Fixed arrows disappearing when unwielded
Fix for massive slowdown when NPC crafting speed drops below 0.0
Pseudo terrain appearing in fields when using mods is fixed (won't affect existing fields)
Fixes issue where loading a forge with coal does not work
Characters' spellbooks will not load invalid spells
Prevent segfault when butcher target disappears
Make Skunks Less Bloodthirsty
Oops - remove cramped space when no longer cramped
Correctly display the cost to learn the proficiency
## 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
Decrease memory overhead by about 200MB or about 15% by slimming down mapgen data structure.
Faster ascii overmap drawing
Optimize item::stacks as well as allocation patterns in item and elsewhere
## 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
Use test enumerating item spawns to make assertions about the rate of appearance of different items.
Add perceived kwarg to pain_eval math function, apply it in Mind Over Matter
refactored ImTuis drawing code to fix a black screen issue, and to improve performance
refactor cataimgui::draw_colored_text
## 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
Update Flatpak manifest to use clang and include the default soundpack
## I18N and A11Y:
Add percentage-translated statistic to language selection
Make furniture->lockpick_message translatable
Add check to ensure translator comments are correctly located and extracted
Add more English names and their translations to Simplified Chinese and Japanese
# 0.G (Gaiman)
## 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
New game entities (core): 10293
Items: 2396
502 misc items, 45 books, 941 articles of clothing, 117 guns and gun related items,
364 comestibles, 308 tools, 119 ammunition types
Mapgen: 810
458 overmap terrains, 176 palettes, 17 start locations, 37 city buildings, 14 map extras,
105 overmap specials, 3 overmap locations
Crafting: 1019
120 construction groups, 109 requirements, 69 proficiencies, 306 constructions,
42 recipe groups, 2 recipe categories, 57 practice recipes, 2 construction category,
312 nested categories
Achievements: 12
5 achievements, 4 event statistics, 3 event transformations
Item Traits: 1409
1267 item groups, 44 materials, 25 ammunition types, 5 ammo effects, 12 tool qualities,
29 vitamins, 25 item actions, 2 fault
Player Traits: 474
122 professions, 91 effect types, 117 mutations, 25 activity types, 2 behaviors,
1 movement mode, 5 morale types, 2 disease types, 46 mutation types,
8 trait groups, 55 sub body parts
NPCs and NPC interactions: 1443
1153 talk topics, 142 missions, 14 scenarios, 78 npcs, 52 npc classes, 4 factions
Map Traits: 321
202 terrains, 3 weather types, 95 furnitures, 1 gate, 7 field types, 13 terrain transformations
Monsters: 461
300 monster types, 158 harvest entries, 3 species
Vehicles: 138
99 vehicle parts, 31 vehicles, 8 vehicle groups
Magic: 117
99 spells, 4 enchantments, 12 emit definitions, 2 relic definitions
UI and Sidebar: 861
836 sidebar widgets, 15 body graphs, 8 mood faces, 1 ascii art, 1 speed description
Misc: 377
124 json flags, 29 weakpoint sets, 14 loot zones, 210 effect on conditions, 3 option sliders
New game entities (mods): 5396
New mods: 18
Items: 885
220 misc items, 62 books, 222 comestibles, 114 tools, 170 articles of clothing,
51 guns and gun-related items, 27 ammunition types, 19 compact bionic modules
Player traits: 440
133 mutations, 33 trait groups, 76 professions, 3 techniques, 63 scenarios, 90 effect types,
1 martial art, 20 bionics, 11 start locations, 3 mutation categories, 5 proficiencies, 2 skills
Mapgen: 955
608 item groups, 89 overmap terrains, 64 palettes, 98 overmap specials,
8 city buildings, 88 map extras
Monsters: 1184
1067 monster types, 93 harvest entries, 9 species, 15 monster attacks
NPCs and NPC interactions: 310
250 talk topics, 19 npc classes, 27 mission definitions, 13 npcs, 1 faction
Map traits: 217
99 terrains, 94 furnitures, 5 terrain transformations, 9 field types, 2 traps, 8 emit definitions
Vehicles: 61
33 vehicle parts, 7 vehicle groups, 21 vehicles
Magic: 320
290 spells, 30 enchantments
Crafting: 74
50 requirements, 2 tool qualities, 21 constructions, 1 recipe category
Item Traits: 35
20 materials, 12 ammunition types, 3 ammo effects
Achievements: 59
43 achievements, 8 event statistics, 8 event transformations
## 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