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changelog.txt
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changelog.txt
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# 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
New game entities (core): 4510
Items: 987
228 misc items, 199 books, 196 articles of clothing, 161 guns and gun related items,
151 comestibles, 99 tools, 53 ammunition types
Mapgen: 778
424 overmap terrains, 198 palettes, 62 start locations, 41 city buildings, 25 map extras,
20 overmap specials, 5 overmap locations, 3 region setting
Crafting: 562
223 construction groups, 201 requirements, 60 proficiencies, 50 constructions,
17 recipe groups, 10 recipe categories, 1 construction category
Achievements: 363
115 achievements, 107 event statistics, 100 event transformations, 26 score entries, 15 conducts
Item Traits: 325
171 item groups, 97 materials, 20 ammunition types, 18 ammo effects, 13 tool qualities,
2 vitamins, 3 item actions, 1 fault
Player Traits: 263
144 professions, 41 effect types, 28 skills, 17 mutations, 14 activity types,
4 skill display types, 3 behaviors, 3 movement modes, 3 scent types, 2 morale types,
1 butchery requirement, 1 disease type, 1 mutation types, 1 trait group
NPCs and NPC interactions: 237
255 talk topics, 29 missions, 29 scenarios, 15 npcs, 6 npc classes, 3 factions
Map Traits: 234
149 terrains, 12 weather types, 64 furnitures, 5 gates, 3 field types, 1 terrain transformation
Monsters: 228
151 monster types, 72 harvest entries, 4 species, 1 anatomy entry
Vehicles: 140
80 vehicle parts, 41 vehicles, 12 vehicle part categories, 7 vehicle groups
Magic: 40
23 spells, 7 enchantments, 6 emit definitions, 4 relic definitions
Misc: 363
258 json flags, 104 ascii art, 1 loot zone
New game entities (mods): 3231
Items: 773
179 misc items, 172 books, 161 comestibles, 85 tools, 83 articles of clothing,
65 guns and gun-related items, 21 ammunition types, 7 compact bionic modules
Player traits: 749
273 mutations, 214 trait groups, 96 professions, 64 techniques, 47 scenarios, 21 effect types,
9 martial arts, 8 bionics, 8 start locations, 6 mutation categories, 2 proficiencies, 1 skill
Mapgen: 430
154 item groups, 202 overmap terrains, 39 palettes, 30 overmap specials,
5 city buildings, 2 map extras
Monsters: 406
360 monster types, 32 harvest entries, 11 species, 3 monster attacks
NPCs and NPC interactions: 234
144 talk topics, 59 npc classes, 15 mission definitions, 13 npcs, 3 factions
Map traits: 190
103 terrains, 56 furnitures, 10 terrain transformations,
9 gates, 6 field types, 4 traps, 2 emit definitions
Vehicles: 185
141 vehicle parts, 27 vehicle groups, 17 vehicles
Magic: 155
132 spells, 23 enchantments
Crafting: 48
32 requirements, 7 tool qualities, 5 construction groups, 2 constructions,
1 recipe category, 1 recipe group
Item Traits: 39
20 materials, 11 ammunition types, 8 ammo effects
Achievements: 22
14 achievements, 3 event statistics, 3 event transformations, 2 score entries
## 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
New game entities (core): 12,290
MAPGEN: 7350
3535 overmap terrains, 2300 mapgen entries, 515 item groups, 294 city buildings, 161 terrains,
137 mapgen palettes, 133 furnitures, 58 field types, 56 monster groups, 48 overmap specials,
41 map extras, 29 field emmisions, 16 overmap locations, 13 vehicle groups, 9 traps
CRAFTING: 1896
1368 recipes, 305 uncraft recipes, 103 constructions, 99 requirements, 10 tool qualities
ITEMS: 1402
393 articles of clothing, 178 ammunitions, 130 tools, 92 magazines, 86 guns, 78 comestibles,
38 books, 34 gunmods, 16 pet armors, 15 containers
NPC DATA: 702
438 talk topics, 127 speech entries, 46 missions, 36 NPC definitions, 35 NPC classes, 9 factions
MONSTERS: 96 monsters, 5 monster factions
PLAYER TRAITS: 393
98 mutations, 64 techniques, 45 spells, 44 effects, 28 activities, 19 professions,
19 start locations, 12 morale types, 8 bionics, 4 martial arts, 3 scent types, 3 mutations
ITEM TRAITS: 122
31 ammo effects, 25 ammunition types, 20 materials, 19 item actions, 14 harvest entries, 6 faults
VEHICLES: 59 vehicle parts, 24 vehicles
MISC:
93 migrations, 44 json flags, 31 loot zones
New mod entities
MAPGEN: 5778
5459 overmap terrains, 133 item groups, 71 terrains, 25 monster groups, 19 furnitures,
19 vehicle groups, 16 overmap specials, 13 city buildings, 9 gates, 3 field types,
3 overmap locations, 3 mapgen palettes, 3 traps, 2 field emmisions
CRAFTING: 540
491 recipes, 22 uncraft recipes, 15 constructions, 12 requirements
ITEMS: 703
327 generic, 147 armors, 90 tools, 48 comestibles, 28 ammo,
24 magazines, 19 books, 14 gunmods, 6 guns
NPC DATA: 42 speech, 19 talk topics, 12 npc classes, 11 npcs, 8 missions, 5 factions
MONSTERS: 101 monsters, 13 monster factions, 9 species, 2 monster attacks
PLAYER TRAITS: 395
144 spells, 71 mutations, 47 professions, 34 techniques, 27 martial arts, 24 bionics, 24 effects,
9 start locations, 8 dreams, 3 mutation categories, 3 mutation types, 1 skill
ITEM TRAITS: 34 harvest entries, 10 ammo types, 7 materials, 5 tool qualities
VEHICLES: 45 vehicle parts, 13 vehicles
MISC: 140 migrations, 11 snippets
## 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.