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changelog.txt
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changelog.txt
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# 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.
Triple damage from falling.
Adds controlled burst modes to machine guns.
Exchanged M202A1_talon to M16A4 robots in military outpost.
More realistic temperature, precipitation, humidity, and pressure.
Giant animals drop mutant meat, has negative effects if relied upon.
Balanced bio repair nanobots.
Standardized chemical powders for 1 unit = 1/100 mol.
Apply item spawn scaling factor to monster drops.
Balance bionic power use for realistic values.
Allow large and huge creatures to move through underbrush.
Mouse view was truncating last row of information.
Draw debug vehicle autopilot AI and restore previous behaviour.
Fix accidental IR vision.
Can create camps in buildings that don't face North.
Fixes martial arts initiate message when equipping an item.
Fixes crashes involving bayonet type items.
Terranian sonar allow to see digging monsters behind walls.
Stops large critters from using tight passages.
Prevent counterattacks if tired or dead.
Allow low strength characters to drag furniture within a reasonable range of their strength.
Dramatically slow fungal sporeling maturation rate.
Replaced sleep effects for fatigue effects for infected and recover status effects.
Monster/pet carry weight changed to 1/5th of body weight.
Factor in animal carry weight when determining yoke-and-harness power.
Incorporate human meat and fat into existing recipes, remove dedicated recipes.
Revamp EMP grenade recipe.
Limit the kinds of terrain that are vulnerable to mattack::growplants.
Only apply speed penalty from heat to main body parts, fixes extreme slowdown from overheating.
Increased mass and decreased volume and prying ability of makeshift crowbar.
Eating same food repeatedly gives less fun.
Greatly reduce ranged weapon firing times.
Cable charger CBM don't draw power when you're full.
Increase bicycle, dirt bike, and electric bicycle spawn rates.
Adjust MRE caloric value to reflect real MREs.
Lower max stat cap in character creation to 14.
Overhaul archery balance.
Greatly reduce vines reproduction rate.
Horses now spook and refuse to approach enemies.
## Bugfixes:
Correctly set liquids as solid when they freeze.
Fixed long overmap location name being overwritten by "Distance to target:" string.
Fixed NPC dialog around lying and succeeding at missions.
NPC AI: Increase minimum priority for close monsters.
Adjust view offsets and re-enable sidebars for look, aim, etc.
Correct mouse input location in sdltiles build when scaling is enabled.
NPC AI: patrolling guards are still guards.
Fix corpses multiplying on revive.
Player now can see adjacent opaque tiles while standing on another opaque tile.
NPC AI: stop attacking non-hostiles.
Ambient sound won't be heard by players wearing earplugs or otherwise deafened.
Don't bash items inside sealed terrain or furniture.
Disallow rotten components in non-perishable crafts.
Prevents occasional inappropriate vision across z-levels.
Consume tool charges incrementally during crafting.
Refuel fires while waiting.
Extreme cold and heat won't be damaging bandages or contaminate disinfected wounds no more.
Prevent fire from spreading through non-flammable walls.
Fixed the issue of NPCs shooting through you to get to zombies.
Fix NPCs reverting to the unrecruited state when asked to stop activity after save and load.
Fix crash observed when encountering Mi-go slavers with Magiclysm loaded.
Fixed infinite loop on auto-sorting.
Avoid bug where monsters would sometimes go nuts with unnecessary movement.
vehicles: always apply a minimal slowdown.
Fix pulped Z raising anyway.
Fields are not spreading north-west when they shouldn't anymore.
Fix horses making engine sounds.
Fix items lying in furniture get damaged if one is throwing something at them.
Items piled up beyond a tile's limit can pass through walls.
You are still stuck in rubble even if you clear it with a shovel after getting stuck in it.
Correct magazine inside guns/monsters.
Load migration ID strings from the right JSON object.
Nerf Smoke field so that Filter mask protects from smoke.
Mouth encumbrance doesn't drain stamina while walking.
Stop basement parachuting zombies.
Prevent bicycle archery.
Fix for resuming after stamina recovery was interrupted.
Fix starting season calculation.
Maps: stop tunneling tree-felling.
Fix damaged weapons having zero range.
Fixed targeting UI issue for reach attack.
Make environmental protection really protect from fields.
Attacking shocker with worn non-conductive gloves won't zapback you.
Fixed infinite z-level raging firetower bug.
Fix for infinite counterattacks at low speed.
Stop lasers, plasma, and bolts of electricity from being referred to as 'flying projectiles'.
Fix vanishing pet carriers on release.
Npctrade: fix crash when trading with Free Merchant merchant.
NPCs now properly open furniture doors.
Fixed inactive incendiary grenades not exploding if thrown in fire.
Fixes check for broken limbs when using muscle engines.
Fix unarmed experience gain calculation.
Maps: rework collapsing to prevent weird lab collapses.
Shockwaves don't cross z-levels.
Fix ground disappearing upon terrain destruction with experimental z-levels disabled.
Adjusts the heat and toxic atmosphere of mi-go bases.
NPCs faint when infinite looping, instead of dying.
Weather Tweaks - new light drizzle category and fix wind.
Fix an active item cache bug that occurred upon map shift.
Giant worms can't be detected by IR vision anymore.
Unboard NPC before vertical shift.
Prevent autoattack through floors and ceilings.
Close exploit that allowed peeking through floors and ceilings.
Consistent NPC reach range with trigdist.
Stop autodrive on any collision, not just damaging ones.
Fix NPCs running out of stamina.
Make copy of item to be thrown - fix throwing bugs.
Heat slowdown shouldn't stick around when character is not HOT anymore.
Fixed impossible to sleep on hard ground.
Make 100% spawns always spawn even with low spawn density.
Make safemode work if compass is hidden.
Fixed body window to show broken limb healing progress.
Fixed NPCs being able to be pushed into danger.
Fix monsters spawning on the player's level when intended for other levels.
Stop ant tunnels stomping over other map terrain underground and removing staircases.
Prevent attacking with items that take very many moves to attack with.
Fix time travel due to 1s turns.
Correctly predict craftability of recipes with overlapping item requirements.
Fix monster evolution delay bug.
Fix first intercom mission dialogue tree.
Stop Hulks teleporting after shoving vehicle.
Fix infinite NPC love exploit.
Allow zombies to smash.
Prevent auto attacking allies.
Migrate direct item spawns.
Always prompt for direction if autoselect disabled.
Fix NPC equip due to mutation fail message.
Fix dangerous pickups and auto forage not working together.
Rebalance stamina and pain penalties for dragging wheeled vehicles.
Auto-travel; prompt when overburdened, and allow stamina-resting.
Make vehicle dragging not slow for strong-enough characters.
Prevent monsters from leaping to their death in water.
Clear up item ownership for dead factions.
Recalculate vehicle viability after part destruction.
Monsters randomly select targets instead of preferring to attack the player.
Fix player monster interactions when climbing between levels.
Prevent endless deathcam loop when dying while asleep.
Spawn vehicles and junk in junkyard.
Fix firing accuracy calculation when entering aiming UI with no target in sight.
Fix infinite loops and performance of NPC catching up on moves from time spent outside reality bubble.
Make NPC overmap spawning weakly relative to player omt pos.
Fix crash when detaching vehicle from bike rack in old saves.
Allow drugs to modify morale again.
Fix check for monster blocking stairs.
Prevent monsters from seeing each other across z-levels.
Fix NPC backlog of activity moves freeze.
Fix savegame migration of obsolete house overmap terrains.
Fix throwing movement cost for stacking items like bola/net/throwing stick.
Stamina recovery no longer modified by move mode.
Fix infinite aim loop when aiming with IR vision.
## Performance:
Limit start location search radius.
Vehicles: don't refresh while creating a prototype.
Faster tileset loading due to optimized color manipulation routines.
Remove unnecessary `draw_panels()` calls.
Extract pixel minimap into a separate class, clean the code and improve its performance.
Implement flat_set container to improve performance where appropriate.
Do not translate debug-only message strings.
Make square roots static in simplex noise implementation.
Speed up scent adjustments during field processing.
Speed up calls to get_local_windpower, get_heat_radiation and get_wind_blockers.
Build bitmap cache of field locations.
Increase performance when in-game debug mode is disabled.
Increase performance of effects with empty memorial log messages.
Do not make excessive translations for bash sounds.
Faster enumeration of active items.
Avoid recalculating vision and lightmap unnecessarily.
Only retrieve vehicle list once a turn.
Increase performance by removing check for recipe every crafting turn.
Allow member access to weather_datum to bypass unnecessary translation.
Improve performance when fishing.
Avoid unecessarally enumerating monsters.
Defer testing validity of scent grid modification points until modification commit.
Speed up item::process_temperature_rot.
Makes tests go vrooom. Makes it easier to read and understand the code.
Optimize many NPC AI operations, throttle item search.
Optimize vine growth special attack.
Add adjustable 3D vision Z-level cap.
Speed up monster action planning.
Refactor monster regeneration flags.
Reduce memory usage of itype.
Remove superfluous refresh calls from list views.
Improve recipe loading speed.
Fix out of control vehicle processing overhead.
Fix low UI performance on Windows build when using the English language.
## Infrastructure:
Npctalk: Complete overhaul of NPC conversation infrastructure.
Get rid of Lua modding.
Allow a player_activity to refer to specific monster(s).
Update basecamp infrastructure to not require a camp overseer.
Internally store kcal instead of nutr values.
Achieved universal code styling.
Combines rotting with item temperature.
Trigger test failures when tests cause error logs.
Npctalk: make mapgen_update into a dialogue effect.
abort() on crashes so core dumps will be produced.
Add support for time strings and use them in many places.
Adds magic spell effects.
Make auto-mining use item actions.
Switch language version from C++11 to C++14.
Updated minimum supported compiler versions to gcc 5.3, clang 3.8.
Run clang-tidy on Travis.
Update Catch2 to 2.9.1.
Unify overmap terrain matching.
Prevent use of stale pointers in item_location.
Save map extras with overmap.
Use custom clang-tidy plugin for Cata-specific code checks.
Use colony for map and vehicle item storage.
Use enum_bitset instead of std::set for spell flags.
one_turn_in(time_duration) function added.
Remove most uses of long and unsigned long from the code.
Add colony data structure.
Overhaul implementation of map fields.
basecamps: add support for automatic calculation of blueprint ingredients.
basecamps: add support for blueprint_excludes.
Mandate description of terrain and furniture.
Basecamps: add a namespace and calculate workdays.
Significant progress toward rationizing character/player/NPC classes.
Added weather change effect for carrying artifact with AEP_BAD_WEATHER property.
Add lighting overlay (debug menu).
Add energy units using units::quantity.
Refactor player::calc_focus_equilibrium, disp_morale, update_mental_focus, reset_stats
Template read_from_json_string.
Monsters can cast spells as a special attack.
Use time duration strings for effects.
Introduce a faster linked list implementation.
Add Spell fields as new members of spell_type.
Implement new item type for batteries.
Use time_durations instead of ints for faults.
Time audit. Saner calendar field names.
Unify spell effect functions to deprecate the if else ladder.
Allow aliasing extendable lake shore terrain.
Add custom clang-tidy check to enforce consistent point initialization.
Convert calendar into a namespace.
Add static analysis check for fields that could be replaced by points.
Enforce use of point / tripoint overloads where available via a custom clang-tidy check.
Moved windows and flora (trees, shrubs, grass) into new files from terrain.json
Report a verbose error message in case of backtrace failing to grab the symbols.
Added support of various generator types for map extras.
Items in trades are better checked for errors.
Changed mutagen craft tools to crafting requirements.
clang-tidy now checks for use of point arithmetic and suggest refactoring to make more use thereof.
Introduce character_id type (rather than just using int).
Change all instances of 'volume' in JSONs to be a metric string.
Allow spawning exactly one monster from a monster group and set it mission target.
Add a prototype event bus and Cata-specific variant type.
Overhaul of enum <-> string conversion code.
Track kills through event_bus in new dedicated kill_tracker class.
Allow missions to specify if they provide generic rewards.
Introduce dedicated class to manage memorial log.
Weight and weight_integral can be defined using a string.
Add u/npc_adjust_var and u/npc_compare_var effects and conditions.
Use mass strings for item weight.
Improve built-in support for (de)serialization of containers.
Show charges, damage, active, tags and item variables of items in debug mode.
Add new object to track event statistics for use in calculating scores.
NPCs: annotate talk_tags with the usage.
NPC can used fueled CBMs.
Refactor object cloning to improve memory safety and simplify implementation.
Stricter json parsing; errors will occur in more places.
Support json-defined scores as a function of events.
Use clang-tidy to check gettext calls in static variables.
Introduce functions to assist with drawing tabbed windows.
Allow auto-wielding of items in professions.
Enable Magiclysm on one Travis job.
Preliminary tagging of all overmap locations for NPC AI.
Make possible to define `item_transform` and `cast_spell` item actions which are only allowed when wielding or wearing item.
Rework and unify teleport methods.
Create enchantment cache for use with enchantment values.
Adds JSON capability to range_with_even_chance_of_good_hit.
Uses the units::energy infrastructure for bionic power.
Clarify some documentation relevant to monsters and basecamp recipes.
Add a clang-tidy check to check for text style in the c++ code and json.
Remove all of the legacy vehicleparts JSON.
Refactor fields: allow multiple effects.
Add regional terrain/furniture resolution to mapgen.
Change snippets to use string ids instead of hashes.
Adds support for different mending methods for a single fault.
item: refactor info() to break it into multiple smaller functions.
Add the ability to load tilesets from user_dir/gfx.
Detect unsed json object members when parsing json data.
Add infrastructure to support using vitamin system for toxins.
Simplify generic multiple activity handler.
Tilesets: add tools to automatically create tilesheets.
Easier charges setting for json item spawns/groups.
Scents can have a type.
Can set up clothing mods to be valid only for certain items.
Allow compose.py to function when tile JSON is missing the 'bg' key.
Reduce submap size by changing submap's camp member to unique_ptr.
Automatically create user_gfx directory.
Adds a few more biome-dependent terrain types.
Holiday title screens.
Max_volume for terrain and furniture can be defined with strings.
New JSON recipe property for overriding inheritance of specified flags.
Further expands regional pseudoterrains and works them into some map palettes.
Retire procedurally generated houses and basements.
Allow random tile variants for immobile furniture.
Implement volume_reader and mass_reader for read and write.
Allow spawning npc via iuse action.
Add MAINLINE_MODS.md to document mod inclusion criteria and procedures.
Improve overmapbuffer searching routines.
Added repair_like property to prevent unreasonably difficult to repair items.
Add scenario whitelist/blacklist capability.
Adds a getting started type of guide for mapgen.
Add debug menu item for spawning nested mapgen.
Add script to generate tags for CDDA json data for easier navigation in standard text editors.
Use github's code owner system to alert mod maintainers to changes.
Added support for user font directory.
Improve submap encapsulation.
Add a multitude of tests for item display and effects.
Pass CLI arguments from cataclysm-launcher shell script to cataclysm binary.
Clean some exothermic CBM code.
Added override_option class to help write tests which require a particular option to be set.
Can specify delay in emit_fields for monsters.
CONSOLE_DESPAWN flag to despawn turrets with a console.
Moved entity definitions to JSON: zone types, loot zones, scent neutralization, ammo effects,
flag inheritance in crafting, comestible enjoyability, gunmod weight modifier, allergen handling,
species footsteps sound, bionic slots, swim speed modifiers, construction categories,
martial arts skill and damage requirements, hunger messages, artifact effects and food morale modifiers.
Large numbers of unit tests added to enhance stability.
Expand testing doc with examples and tips.
## Build:
Npctalk: add a python dialogue validator.
Update homebrew install instructions.
Adds Flatpak build recipe.
Clarify the compiling directions for Visual Studio.
Enable github bot that automates closing stale issues.
Add cygwin to COMPILING.md, also add short descriptions of each option.
Allow building with Clang using MinGW-w64 libs.
Check translator comments with clang-tidy.
Document how to build and run the custom clang-tidy checks on Windows.
Provide NOOPT=1 build option for make.
Made JSON formatter conserve escape sequences.
Use libbacktrace to generate readable backtrace on Windows.
Fix -Wrange-loop-analysis warnings with Clang 10.x.
Save build artifacts from github actions CI.
Include additional files to binary distribution.
Updated Android build process.
## I18N and A11Y:
Use translation markers to increase performance.
Make the translation for field name display.
Automatically switch IME mode between text input and raw input on Windows.
Correctly extract npc dialogue lines for translation.
Allow translation of non-character key names.
Add position marker to some format strings.
Support plural strings in the translation class.
Add nickname for zh-cn translation.
Adding ru translation notes.
Fix footsteps translation.
Extract all npc dialogue lines for translation.
Add Portuguese (Brazil) to language selection menu.
# 0.D (Danny)
## Highlights:
Many quality of life enhancements such as auto-pulp, autopickup, batch actions,
interacting with adjacent items and improved long-action handling.
Pixel minimap for tiles mode.
Guns accept magazines when appropriate.
Player stamina stat that is burned by running and other physical exertion.
Player faction base that allows incremental growth and autonomous work by NPCs.
The player remembers terrain and furniture they have seen.
Carrying racks for small vehicles.
Vehicle system (speed, fuel consumption, terrain effects) overhaul.
Overhauled nutrition, food spoilage and food state changes (freezing).
Overhauled bomb fragment handling.
NPC dialogue support, group commands, tactical instructions and backstories.
Dynamic Lighting.
Roughly DOUBLED the amount of in-game content.
Unheard-of levels of bugfixing.
Full translations for Chinese, German, Japanese, Polish and Russian.
## Features:
Power transmission between vehicles.
Books need to be read to know what they contain.
Extend Stamina burn.
Explosions can create craters.
Zombies push each other.
Overhauled shadowcasting to also provide dynamic lighting.
Gun mods can be built-in to the gun and irremovable.
Gun mods extended to draw power from UPS.
Player can set zone instructing friendly NPCs to avoid picking up items.
Unsupported items/fields/monsters/etc fall to lower z-levels.
Mods can override overmap specials.
Display hints about health upon waking.
Experimental 3D vision and interaction between levels.
NPC interactions: Carrying gear, healing with items, re-layering clothes.
Hordes re-absorb monsters, this allows them to return to moving after spawning.
Hordes can wander toward cities to keep them populated.
Added a pixel-detail minimap option to tiles mode.
Added the ability to use cutting tools or markers for labeling items.
Add talk tags support to signage.
Allow many actions targeting adjacent tiles. Reading, storing liquids, unloading containers.
Allows certain claw-based mutations to count as having a butchering quality.
Adds an item flag for certain clothing that allows making mutation natural attacks without said clothing getting in the way.
Start with book recipes of selected skills on char gen.
Allow gathering wool staples from sheep.
Allow vehicles to pivot around arbitrary points.
Added debug Overmap Editor.
Add steerable wheels.
Reload using magazines.
Mix liquids into a container instead of a CONTAIN tool.
Repair items as a long action.
iuse actor heal for jsonized healing items.
Craft in the dark when it makes sense.
Allow using Enhanced Hearing CBM to crack safes.
Giving NPCs mutagens, meds, food etc.
Mass uncraft.
Add coal mining.
Implement minimum stat and skill requirements for items.
Add ability to cut metal bars on windows with hacksaw.
Allow wielding bows with one hand.
Alternative starting point systems.
Vehicles can spawn items with magazines and ammo.
Stumbling and following improvements.
NPCs reloading mags.
Apply persistent morale.
Allow autolearn at different level than crafting difficulty.
Alcohol mixing for storage.
Bring back NPC hunger and thirst.
NPCs pulping corpses.
Allow wearing clothing with OVERSIZE flag with footwear.
Allow attacking ground to prevent overshooting.
Allow bringing NPCs up/down z-levels in 2D mode.
Zombie corpses transforming due to burns.
Really nasty barfing.
Overmap scent traces.
Allow mending of faults for already installed parts.
Vehicle part armor (damage resistance)
Firing modes including NPC support.
Automatically add starting components to the start vehicle construction.
Mop up liquids in vehicles.
Make NPCs better with (player's) meds.
NPC command: close doors you walk through.
Melee autoattack feature.
Allow UPS charger to work with partial charge.
NPC vs NPC combat.
NPC guard/follow update.
Add details to message displayed when loading world.
Fancy hairpin can now be used as lockpick.
NPC trading/exchange update.
NPCs helping with crafting, providing recipes.
Turrets can drop casings to CARGO part.
Regional weather settings.
Train relevant skills when installing/removing vehicle parts.
Track items with no covered body parts (morale).
Store any liquid in vehicle tanks.
Scale repair times with damage.
Ammo can be multiple types.
Spawn bones when creatures made of bone are gibbed.
Added automatic prying when [e]xamining on a locked door/window.
Implement NPCs picking plants.
Assign NPC's as vehicle crew members.
Teleporation to adjacent overmaps.
NPCs swap (or take off) their splints properly.
Allow crafting with sealed container contents.
More "resilient" overmap generation.
Allow nesting crafting lists.
Add in Scratch Attack for (mostly) Zeds.
Adds seasonal variation to daylight levels.
Implements deconstruction without tools.
Contained fires will burn through all its items continuously.
Gunmods contribute "ammo_effects" to the main weapon.
Change crossbow firing skills to match related firearms.
Moddable Milking Monsters.
Option to yell sentences.
Removed ability to pry open closed non-locked doors.
Allow resolutions up to 8K UHD (7680×4320).
Search the overmap around the cursor.
Always save the latest created character as a template "Last Character".
Give players back the ability to hear soft sounds from their own tile.
Allow character generation menu to scale to screen size.
Allow martial arts to force "offhand" unarmed strikes (kicks etc.) when wielding weapons.
Ability to fully enhance an item.
Option to auto pulp or butcher corpses.
Make all long activities abortable.
Draw power directly from UPS with UPS mod.
Add stimulant/painkiller overdose symptoms.
Loot sorting activity.
Add trait groups.
Added possibility to cut rebar cages with hacksaw or oxytorch.
Make smoke decay outside of the reality bubble.
Implement deployable furniture items.
Allow shelter NPC to provide tips.
Morale craft speed penalty.
Fully random Play Now!
Added vitamin tracking and vitamin-related disorders.
Allow resuming light-canceled jobs.
Washboard Batch Washing.
New characters: Start with loaded/holstered guns and sheathed blades.
Removed restriction to blood draw kit so centrifuge can work with any container with blood.
Update washing machine to be able to use clean water.
Add the ability to soak rags and cotton balls on disinfectant.
Autoattack: Wait a turn if there is nothing in range.
Changed CBM install and uninstall to require an Autodoc or a NPC doctor.
Added control over amount of houses with basements, and basements can have individual weights.
Adds option to disable music and sound.
Underground temperatures relatively constant and independent from weather patterns.
Nearby hordes appear on minimap.
Moves social modifiers of mutations to JSON.
Rates of hunger, thirst, fatigue, and learning moved to JSON, healing mutations use relative values instead of absolute.
Added pet and livestock carriers so animals can ride in vehicles.
Adds shelf life to many foods, previously canned or vacuum packed food has shelf life when opened.
Include/Exclude filter for overmap search.
Carrion can now eat adjacent crops or food.
Allow place_monster to optionally place a randomized monster using a weighted list.
Adds firewood source that automatically adds fuel to fire when it is 2/3s consumed.
Make chickens and other small domestic birds tamable (Chickenfeed)
Vehicles: Open all doors.
Implement player faction base.
Artifact dreams.
Horde improvements: Better displays & zombie lurkers.
Schizophrenic Overhaul.
Option to spawn starting npc.
Field dressing corpses aka Butchery overhaul.
Smoking rack interactions expansion.