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changelog.txt
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# 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.
Freezer & freeze mechanics overhaul.
Add reminder effects for some medicine.
Added infrastructure for setting a farm plot zone and triggering actions across the entire zone.
Hot air and direct heat radiation from fires affect local temperature and can heat nearby area including interiors.
Add support for solid fuels like coal for vehicle engines.
Zone manager hides distant zones, shortcut for showing all zones.
New lua feature: Lua-coded monster attack.
Copy World Settings to a new world.
New MOD feature: Add graphical tiles.
Introduces 'Tip of the day' in main menu.
Save pooltype and remaining skill-, trait- and statpoints in character template.
Item infos for medication. (Quench, Fun, Stimulation, Portions, Addicting)
Added map memory.
Added a button to hide recipes in the crafting menu.
Adds loadable bike racks.
Allow hauling items along the ground.
Added auto foraging of bushes and trees.
Added autopickup rules based on material types.
Artifacts can consume Portals.
Update the fireman belt to allow attachments from fire axes, war hammers, and maces.
Adds stealth modifier as JSON-ized mutation property.
Npctalk: add support for NPC backstories.
Npctalk: NPC group commands to guard and follow.
NPCs can hear monsters and warn the player about them.
NPC: Warn the player about dangerous monsters.
Background traits - framework for dialogue update.
Adds expertise traits for NPCs.
Faction camp clearcutting mission.
Allow aiming anywhere. Mark practice target.
Vehicles: add multiple fuel support.
Add blind throwing.
Overhaul of map revealing items.
Allow peeking z levels.
Allow custom sprites for corpses.
Makes monster corpses the same weight and volume as defined in the json files.
Favorite ammo location for RELOAD_AND_SHOOT and RELOAD_ONE weapons.
Vehicles: increase effective speed in tiles per turn.
Adds a corpse to gibbed creatures.
Selfies can be made and stored on camera.
NPC photos show visible mutations.
Enable Loot Zones to bind to vehicle Cargo parts.
Add support for amphibious vehicles.
Adds Zone Activity to harvest plots.
Specific guns can be targetted in json gunmods.
Add a debug option to spawn map extras.
Adds a context menu when examining seed drill and advanced seed drill: reload them with seeds.
Adds a Morale boosting chitchat with friendly NPCs as an activity.
Update bone mending machine to use mend mechanics instead of magic stemcell treatment.
Add new pet menu option for survivor to play with certain tamed pets to increase morale.
Improve traction handling and add new wheel types.
Shout commands for NPC wake-up and relax.
Food recipe results' calories and vitamins now based on components.
Adds skinning butchery action.
Forests now partially block wind turbines output.
Enabled snowstorms - wet and glare effects for snow.
Made wind effects directional, including adding a lee side to structures.
Added gunmods that wear out over time or quickly.
Adds ranged attack mutations (using fake guns).
## Content:
Lots of improvised tools (stone hand tools, forge, cooking furniture, clay and pottery).
Extensive wilderness foraging.
Super secret underground facility.
Gunmod crafting recipes.
More zombies: Elite grenadiers, Runners, Ferals, Predators, Shady Zombies, Screecher Zombies.
Still more: many child zombie variants, Zombie Brutes, Water Biter, Scorched Children.
Yet more: Fungal Zombie Child, Gigantic Naked Mole Rats, Acid Ants, Zombie Burner.
Monster grab and pull attacks.
Ranch and Ranch-related missions.
Faction Camp and related infrastructure.
Large additions to Lab variety and consistency.
Vehicle based tools, street sweepers, tractors, plows, planters.
Farm vehicles and tool attachments. Plow, reaper, seed drill.
Seasonal variation in foliage.
Expanded tree variety.
Allow city-less mapgen.
Many preserved food recipes.
Two new variants of the military bunker basement.
Items can have a side (left v right).
Add a larger generator part and portable generator vehicle.
More railroad terrain variants, made diagonal tracks subway railroads 7 tiles wide.
Implement surrounded start.
Professions: Hunters, Bandit, Bionic Survivalist, Parkour Practitioner, Burglar, Camper, Road Warrior, Boxer, Photojournalist, Tourist, Zookeeper.
New mapgen: The Red Dragon Teashop, Football Field.
Double the number of survivor's notes.
Add "calories" field to it_comest.
Terrain connections for groups other than WALL.
Hands free mechanics.
Update Evac Center.
Implements integral_volume for gun mods.
Veterinarian Clinic.
Implement disintegrating ammo linkages.
NPC trade update.
Creation of 5 new overmap special campsites.
3 new roadside rest stops.
Add magazine coloring, improve ammo/gun coloring.
Prison Break Scenario.
Funeral home.
Razorclaws and Shipwreck.
Add alternative triffid groves.
Add 2x2 cemetery.
Adds small Ponds.
Adds Apple Orchard to the game.
New characters: Start with loaded/holstered guns and sheathed blades.
Add ability to steal items from NPC.
Sugar House mapgen.
Add 'Reach Refugee Center' mission.
Add detergent and allow it to be used in washboard.
Dairy farm.
Micro Atomic Plant for Bright Nights mod.
Parks and recreation buildings.
Add butcher shop.
Mansion Upgrade Project.
Initial work on multi-story houses.
Make chainmail craftable from scratch.
Add bike shop.
Add MShockXotto+ tileset
Add descriptions to furniture objects.
Small town buildings.
Subway.
Added Cable Charger Bionic.
Mainlined vehicle rams from Blazemod.
Add ammo pouches for fast access to ammunition.
Hallucination monsters are now described in extended description.
New monster ability 'ABSORBS_SPLITS'.
Pallet lifter for fast battery swapping.
Add Speedloaders.
Remove Solar Panels CBM.
Software Lights on!
Added can sealer and related recipes for better food preservation.
Separated dashboard (electronics controls) from steering.
Acidic Ant Expansion - Acidic Chitin Item & Equipment.
Add engine blocks and engine deconstruction recipes.
Butchering yields for fungal towers and other structures.
New basement variant, with and without hidden autodoc.
Disposable filters for filter, gas, PBA, and survivor masks, as well as filters for hazmat and ANBC suits.
Adds new narcosis effect that Characters cannot be prematurely woken from.
Replaces heavy sticks with long sticks in many recipes.
50% chance of partial lighting in labs.
Recipes to extract seeds from some fruits and vegetables.
Additional doctor's office variant, a private bionics clinic.
Raw hides can be turned into simple bags to transport remains of creatures.
Adds variability in decay of food created before cataclysm.
Add Trencher (Construction vehicle).
Vehicle mounted pet carriers.
Discordant Mi-go Memes.
Add Cosmic's Additional Locations to the game.
Root Cellar - food preserving option.
Cosmic's Golf Course.
More Dog Breeds - Now With Puppies Edition.
Add Whaley's Locations.
New mutation category: Mouse 🐁
Injectable mutagen finales, targetable purifier smart shots.
Overhauling tank drone.
Add refugee center start (costs 1 point).
Adds vehicle wreckages (of crashed helicopters) to helicopter crash-sites.
Adds ant-infested labs.
Adds the incandescent husk, an evolution of the shocker zombie that moves slowly and emits a lightning cloud
Removed CBM crafting.
Adds new location 'Mass Grave'.
Added extensive new lab-based scenarios, areas and monsters.
Added camping scenario and additional camp related start_locations.
Adds the Intravenous Needletip and Titanium Skeletal Bracing CBMs.
Adding new starting scenario at refugee center.
The Fish mutation tree now has unique, post-threshold mutations.
Labs can have funagloid portals, lab escape allows crowbar.
Many options for using miscelaneous items as improvised tools.
Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
Added railroad station overmap special.
Re-implements old start location options to the Challenge-Lab scenario.
Implementation to support use of JSON snippets for procedural music descriptions.
Adds LivePeople Tileset.
Add forest trails.
Add new pond map extra.
Added railroad overmap terrains.
Add new offal recipes in the game using the new offal types.
Adds sourdough bread and sourdough starter.
Add trail guide item.
Adds a way to craft anesthetic kits in the game.
Explosion of NPC dialogue.
NPC Dialogue: role-specific survivor stories.
Adds formaldehyde and methanol as precursors for hexamine, and recipes to make them.
Adds shanty-town walls comprised of bolted-together junk.
Adds extra recipe for nitric acid, which requires a pressure cooker and a platinum grille as a catalyst.
Adds lab nanofabricator finale, letting players create high tech items.'
Update RetroDaysTileset to include RetroDaysJar, AdamRetroDays, long grass
Mainline NPC traits mod.
Added outbuildings to default farm.
Regularize city grid and allow large in-city specials.
Adds area_name into info box when looking_around.
Adds gunmods that add slots for more gunmods.
Adds four new NPC backstories available to all NPCs.
Added Electroreceptors as a starting mutation to the Challenge-Lab scenario.
Adds medicine to help nausea.
Added new Martial Art: Sōjutsu.
Upgrades the outer walls of the refugee center and fills the waiting area with beggars.
Allow multiple inputs for rifle portion of rifle turret.
Adds new vehicle part : a wind turbine.
Adds Free Merchant currency.
Adds methanol and ether as a possible Molotov components.
Add "classic literature" and "collector's edition" books, move choice book spawns to library, and adjust library/mansion book spawns overall.
Adds the possiblitiy to find an evil moose in the kitten finding game.
Adds new furniture flag that restricts vision when in the furniture.
## Interface:
Bionics menu tabbed for better visibility.
Streamlined reload menu.
Bundled a square font.
Separate zombies better by color.
Many menus are resizeable.
"Isometric" tileset mode.
Search feature added to many menus.
Lots of dialogs allow use or consumption of items from immediate surroundings as well as inventory.
Enhancements to AIM.
Improved explosion animation.
Ambient sound effects.
Added vehicle direction indicator in tiles mode.
Prevented spam about player being tired.
Removed inability for vehicles to drive over fungal beds.
Fixed a number of issues around monster spawning: Wraith, ants spawning in sight of player, animals spawning underground.
Enhanced medical menu.
Recolored trees and bushes to be more recognizable.
Added travel-to command.
Hide options if they aren't present in the build.
Tile scaling in tiles mode.
Cancel out of crafting menu during component selection.
Move times displayed adjusted to be cumulative instead of "most recent cost".
Added pixel minimap in SDL builds.
Highlight useful information in item info text.
Split mod exclusion category into item and monster exclusion.
Added handling for home and end key.
Added dynamic loading of crafting gui categories.
Sort by name in inventory instead of id.
Add quit action to new character window.
Extend blackspace window to cover minimap instead of using map legend window.
Allow canceling crafting from component/tool selection menus.
Updated MShock Modded Tileset.
Scrollable item info text in crafting menu.
Added Y/N query to attacking friendly NPCs.
Remove pageUp/pageDown key bindings for next and previous tab.
Display item name in crafting component selection menu.
Hint when reloading would be possible if item not full to capacity.
Random alternate sprite graphics.
Option to disable item info highlighting. Color changes for readability.
Enable music shuffling.
Escapable menus.
Translatable velocity units.
New Isometric tileset, new 16x16 tileset.
Combine limbs on info and layering screens.
Define duplicate sprites for multiple tile ids.
Random sprites for player and NPCs.
Adds caching to the pixel minimap, enemy indicators flash red, apply low light filters.
Don't rotate movement action in isometric when automoving.
Isometric controls in advanced inventory.
Isometric scrolling combat text.
Allow sprites to offset later sprites drawn on the same tile.
Larger/smaller and offset tile sprites.
Only draw tiles inside viewrange.
Pixeldoubling for tilesets.
Clear the minimap texture pool before SDL quits to prevent errors on game quit.
Fix display of Vehicle Indicator in tiles.
Targeting window improvements.
Add a draw refresh before asking direction on bionics: EMP, fingerpick, and mini-flamethrower.
Copy z coordinate to the light ray endpoint. (Fixes vehicle headlights underground.)
Fix border between terrain and status window covering part of the status window.
Display more information for magazines.
Use original message color in message history.
Implement viewing tiles on the floor below the current one when an open floor is shown for SDL tiles.
Make player-built walls look like walls in ASCII.
Fix seeing inside crates/rubble/etc.
Display remaining ammo for ammo containers.
Change display of stack sizes.
Escapable menu for examining NPCs.
Highlight magazine and ammo.
Vision and targeting changes, 3D-ification.
Display moves when disposing of items.
Escapable menu for sorting items in advanced inventory.
Prevent window minimize on fullscreen borderless when focus lost.
Rearange main rendering method to place curses cursor on @ at the end.
Add a cache refresh before drawing pixel minimap.
Add option to select which video display is used.
Add option to limit lifetime of sidebar messages.
Fix disappearing monster info.
In overmap, move cursor to the selected (center) square.
Redraw entire line of printed messages for screen readers.
Tileset feature: Mutation overlay ordering that can be configured in JSON.
Colorize message logs.
Unify tile descriptions in lookview and liveview (mouse view) modes.
Highlight only occupied bodypart.
Create nonexistent input contexts when adding keybindings.
Improve Morale dialog.
Redraw borders of Options menu after showing of Keybinding help.
Add local directional keybindings for pickup menu.
Allow light levels of visible tiles to be known from a distance.
Refresh AIM screen properly after escaping of SORT menu.
Don't initially change the view offset when firing.
Display JACK/LIFT amounts in real-world units.
Implementation of UI for Bionics Slots System.
Show estimated disassembly time.
Improvements of the blood test window.
Clearer message when butchering on sealed terrain.
Rework inventory columns.
Window with bars will be frame with bars after hitting.
Add search function to all commands list.
Accurate, consistent 'slow movement' messages.
Mark some fields as dangerous; prompt for rough/sharp terrain.
Auto-select first removable part, if possible.
Vehicle turret reloading.
NPC pickup whitelist, allow vehicle access.
Improve vehicle interaction display.
Add more info to item displays.
CBM install failure mention which CBMs are lost.
Mark the shortest route to a refugee center on map.
Reworked settings menus. Ingame main menu.
Show available, not only memorized recipes in crafting gui.
In pickup UI, show identical items as stacks.
Context-dependent skills and more descriptive unmet requirements.
Vehicle part installation filter.
Vehicle tanks as refill targets.
Display engines (and faults) in vehicle overview.
Support selecting turret ammo.
Specify volumetric units via JSON.
Include disassembly time in the confirm message.
Option to skip frames when stunned.
User configurable volume units.
Fix recipe search to prevent exclusion of plural items.
Option to sort items by staleness, first ones to rot on top.
Make the crafting UI difficulty match what is used when crafting.
Make the repair time shown in the vehicle UI match the actual time taken.
Add a simple draw benchmark in the debug menu.
Adaptive (windowed or fullscreen) inventory menus.
Adds effect overlays.
Interactive inventory letter assignment.
Display 'item (charges)' for stackable items in crafting menu.
Approximate durations.
Allow scrolling in menus via mouse wheel.
Extends Close Quarters Battle CBM description.
Remove long-obsolete static spawn option, static is now the only option.
"Look at" with long descriptions (of critters, furniture etc.).
Harvestable plant description.
Sheath and holster contained volume description.
Add basic note support to constructions.
Add AUTO_PICKUP_SMALL_ITEMS option.
Enable customizing the 16 ANSI color slots.
Record NPC kills in kill count.
Add option to toggle framebuffer acceleration when using software rendering.
Talk to NPCs from the menu for examining them.
Added ability to save and restore default layout for advanced inventory.
In the crafting GUI, show which books provide this recipe.
Added point pool restriction option in world generation settings.
Added monster info in extended description.
Display actual nutrition acquired, rework rotten food penalties.
Vehicle UI: Highlight parts for removal in overview.
Color NPC/Player background cyan when grabbed.
Update default font values to prevent tiny overmap font usage on new game installations.
Add loading UI.
Extended techniques info.
Highlight searched components in crafting window.
Visual aid for broken limbs.
Added filter option to all inventory_ui menus.
Display component supply when crafting.
Convert braziers from traps to furniture.
Added sorting and categories to list monsters.
Disable scenarios that require a city start when city_size is 0.
Prompt when creating a character with the same name in a world.
Accessibility: Textual Vehicle Direction Indicator.
Rope, wire and barbed wire fences are now built and removed through the construction menu.
Horizontal emoticon style interface option.
Option for zones with no auto pickup to suppress seen items spam.
Add description to mountable locations.
NPCs will complain every 5 minutes if they're bleeding.
Allow diagonal movement via keybinding modifiers in SDL builds.
Show time to complete as if there's bright lighting if it's too dark to craft.
Show crafting bonus in 'New Character Creation' menu.
Make items with a player-assigned inventory letter always come first in inventory.
Support searching for memorized/unmemorized recipes.
Inform player if they are capable of learning a recipe from disassembly.
Support for resizeable windows with adaptive UI.
Provides more information about the relative age and spoil progress of foods.
Adds extended descriptions, sorts and colors descriptions.
Add sub-menu for controlling multiple vehicle electronics.
Display vehicle part descriptions.
CBMs for NPCs: add BIONICs tab to player info window.
Martial arts techniques description.
Show activation and deactivation cost for all bionics that have them.
Ask to ignore repeating distractions when performing an activity.
Added filtering by skill to Read menu.
Add scrolling the overview pane in the vehicle interaction window.
Reduce clutter of [B]utcher UI by stacking identical salvage/disassemble targets.
Adds (mushy) suffix to mushy food and highlights impact on joy in 'Eat' menu.
Added feedback for contained fire's expected time left, before it goes out.
Limb selection menu shows if limb is already bandaged or disinfected.
NPC follower warns on sleeping and sleep when you do.
Players can now save before sleeping and set an alarm at the same time.
"New Note" UI has been upgraded with colors and a live preview.
Migrate menu handling to uilist interface.
Added looks_like for targeted tile fallback.
Adds quality filtering to item search.
Android on-screen keyboard now automatically appears for menu filters, advanced inventory filter, inventory filter, and creating map notes.
Message window overhaul: filtering, page scrolling, and better interface.
Show related craftable items for current recipe by hotkey.
Adds descriptions for zone types.
Worn clothing placed into a sane layer by default.
Scrollable MOTD and Credits.
Allow viewing long mod descriptions.
Amount of mods of an item is now displayed as an integer following its name.
Android quick shortcut dimensions now account for screen density, defaulting to a sensible size on all devices.
Many options for selecting units to display.
Npctalk: create a big dialogue window.
Even when only capital inputs are allowed, using lowercase inputs should still set the dialog cursor.
Enhanced limb menu (body window) and textified healing related effects.
B menu show butcher, disassemble and salvage times.
Adds favorite recipes and recently crafted tabs to crafting menu.
Clarify crafting skills requirements text.
Gray out redundant tool quality requirements.
Show what will result from vehicle part removal.
Clearer crafting search help window.
Adds 'toggle fast scroll' option to overmap UI.
Adaptively stack perishables based on remaining time before rot.
Use more meaningful vehicle part names in messages.
Highlight 'on' toggle-able parts in vehicle use menus.
Highlight selected martial arts style in menu.
Crafting searches for primary skill and result description.
Tag clothes that do not fit, rather than clothes that do.
Prevent seeing light through walls.
Make walls sensibly visible at night.
Have vehicles become dark inside when that makes sense.
Allow toggling display of forest trails on the overmap.
Added 'center' action for look around mode.
Vehicle: display engine power and electrical drain/production.
Bandage/Disinfactant display/compare/apply improvements.
Allow hiding of recipe categories from crafting menu.
Player: don't create the reload prompt if there's only one option.
Better scrolling through requirements list in crafting GUI.
Improve info for worn items which cover nothing.
Show how much water and cleanser will be required on washing UI.
Basecamp: store food supply in calories.
Missions: display name of NPC that gave the mission.
Automatically choose infinite sources for crafting when available.
Play Now! loads a world with 0 character if available.
Crafting-gui - colorize book enumeration.
Veh_interact.cpp - colorize cargo volume.
Sounds: add descriptions to player shouts.
Allow installed bionics to be displayed in tiles mode.
Allow separate tiles for activated mutations/bionics.
Bionic power - equalize names and colorize values.
Don't reveal wall connections the player should not know about.
Automatically calculate monster difficulty.
Player display: add support for hidden traits.
Player character will open closed fence gates when walking, will vault over the fence gate when running.
Allow multiple filters for crafting recipes in crafting menu.
Status includes approximate times for NPC needs.
Crafting GUI Filter saves history; possibility to move trough history with arrow keys.
Changes text color to match map note color.
Bind '?' to open keybindings window by default.
Display scenario description after game start.
Alternative night vision intensity.
Added scaling option to resize screen elements in SDL mode for use on large screens.
## Mods:
Added Tanks Mod.
ChestHole tileset covering all entities.
Added double monster HP mod.
Mods dynamically enabled/disabled if they require lua and lua is present/absent.
Basic lua console.
Allow mods to override specific properties of monster types.
Added More Locations mod.
Removes redundant controls from inflatable boat.
Allow mods to change martial art styles / techniques / buffs.
Updated StatsFromSkills to use set_value & get_value for base stats.
Allow mods to modify professions.
Allow mods to modify scenarios.
Allow mods to modify starting location data.
Added Crazy cataclysm mod for all your immersion-breaking needs.
Add No_Zombie_Animals blacklist mod.
Add No_Diamond_Weapons blacklist.
Move health messages (on wakeup) to json.
Recreates DeoxyMod's Foldable Mod.
Move filthy morale penalty to a mod.
Add no npc food mod.
Add more makeshift items mod.
Add More Classes and Scenarios mod.
Craftable Gun Pack mod revamp.
More snippet/flier entries for mods.
Support total conversion mods.
Remove Arcana and PK_rebalancing mods since they are maintained in separate repositories now.
Add huge vehicles mod.
Expanded Realistic Guns: bandolier update.
Magazines for Icecoon's Arsenal.
Medieval Mod changes to viking and samurai.
Medieval Mod: Starting with sheathed weapons.
Added "BrightNights" - the sci-fi mod.
Standardizes bronze recipes in Medieval mod.
Fixes some unlearnable recipes in More Survival Tools.
Makeshift mod and bayonet update.
Battery compartment mod update.
National Guard Camp, a large and very dangerous military complex.
Brings DinoMod back online.
Atomic vehicles for Bright nights mod.
Added Urban Development Mod.
Extended Buildings mod.
Fix hp loss in StatsThroughSkills.
Add Bionic Systems Mod.
Added alternate map key mod.
Moved light and heavy snare kits to More Survival Tools mod.
Add "Mutant NPCs" mod.
Mundane Zombies Mod Revival.
Manual CBM installation moved to Bright Nights mod.
Allow adding contents to existing monster groups in JSON.
Safe autodoc mod, a dependency of Bright Nights.
Makes Crazy Cataclysm a little crazier.
Nested mapgen structures.
Added Fuji's Struct mod.
Salvaged Robots mod.
Partially moved Folding Parts Mod to base game.
Convert Bright Nights region_settings to region_overlay.
Added anthill, bee, and large zombie exclusion mods.
MSX Dead People tileset update and make it default.
Adds new mod Growable pots.
Mainlined Tall Buildings mod.
Add urban development buildings to city spawns.
Salvaged Robots: More robot themed professions.
USABLE_FIRE tag makes terrain or furniture usable as a nearby fire for crafting.
## Balance:
Unify crafting and construction xp gain.
Removed flaming eye annihilation beam.
Overhauled encumbrance system for finer degrees of encumbrance.
Tuned up wilderness crafting a great deal.
Removed inventory overcapacity penalty, items are dropped instead.
Ensured that skills can be bootstrapped with practice.
Zombie stumbling is more pervasive and random.
Necromancer revive cooldown adjusted based on target toughness.
Adjusted frequency of sickness.
Variable draw costs for dedicated inventory containers (holsters).
Last amigara horror to die always drops an artifact.
Adjust the way monster upgrade times are calculated.
Replace no pickup feature with move penalty.
Added encumbrance to weapons worn with shoulder straps.
Added batch crafting times to various comestibles.
Made DEX prevent cuts from broken glass more often.
Make farming yield multiples of default charge of a plant item on gather.
Reduce XM-P plasma blast size.
City spacing option.
WBLOCK_2 usage changes.
Correct nutrition_for thresholds.
Change handling of recoil penalty.
Remove completely unrealistic energy weapon recipes.
Standardize ammo disassembly.
Rationalize ranged skill training.
Item handling is slower with increasing hand encumbrance.
Add minimum move cost when handling items.
Implements barrel_length variable in ranged.json.
Remove requirement for a vehicle tracking device.
Overburden rebalance.
Basic unit tests for reloading.
Rebalance item handling costs.
Bring bite inline with melee attack logic.
Allow gunmods to consume less (or no) volume when installed.
Nerf "magical" battery storage options.
Only consume_charges() for tools and comestibles.
Acid update - rebalance fields, acid zeds, add backgrounds for acid tiles.
Allow monsters to hit-and-run and poison other monsters.
Metabolism: hunger rate and body temperature.
Ally zombies and robots with arthropods.
Guns in gunstores spawn with magazines.
Buff corpse smashing, nerf butchery.
Overhaul Radiation balance, it's now much more chronic in nature.
Set default for addiction_type in comestibles.
Reduce recoil penalty during burst fire.
Overhauled Adrenaline effect. Replaced speed and stat boost with temporary pain immunity.
Add inaccuracy penalty whilst driving.
Make rain drenching slower, harder to completely avoid.
Improve garage doors behavior.
Overhaul distillation and use of alcohols by widening the gap between drinkable and refined alcohol.
Expunge vermin.
Make crafting of brewed/fermented items more realistic and involved.
Turn toolbox into a truly versatile tool.
Ignore checks for zombies to pulp if the NPC is boarded.
Fungal Zombies can see.
Rebalance fear_paralaze to prevent infinite moves drain.
Fix hallucination not kicking in if duration is too high.
Redesign bionics lab room to fix computer successful hack.
Limit turret to its actual range.
Make missed ranged attacks miss more realistically.
Adds lifting capacity to Cantilevers description.
Add "makeshift_kevlar" to recipes that include the kevlar vests.
Bleeding also causes anaemia.
Change chisel requirement to CHISEL quality requirement.
Remove memorization of recipes from reading books.
Nerf Sensory Dulling.
More realistic diesel recipe.
Evened out addiction withdrawal but made it longer.
Rework firestarter and extended firestarter.
Fix 145 items spawning in a house
Standardize handloading recipes.
Derive vehicle part hp from base item.
Adjust multi-pool defaults.
Fungus and aberration monsters now also drop filthy clothes.
Adds few missing cancels mutations.
Updated the plant mutations to give some encumbrance that makes sense.
Allow Steel Jerrycans to be used as vehicle tanks.
Forklift gets lifting and jack capabilities. Half of the boom crane.
Medium storage battery 700 -> 7000
Allow camera(_pro) for security camera crafting.
Grant Medium-sized robots avoid_trap 1.
Make clearing rubble an activity.
Telescopic Eyes prevents visual impairment from traits.
Make meditating an activity.
Make NPCs escape onto tiles with weaker fields.
Nerfed rate at which penalties from pain accumulate.
Added "MOUNTABLE", to small and medium boulders.
Smoked/salted meat changes, offal preservation.
Add pathfinding for selected monsters.
Rebalance blackpowder loads, expand recipe options.
Correct the spread of missed ranged attacks.
Added PARTIAL_DEAF to powered armor.
Add night vision from perception, fix flashlight exploit.
Cap JACK requirements increased to 8000kg in constants.h.
Buff regen mutations, nerf regen due to health stat.
Add recoil for being hit, makes melee more dangerous for ranged characters.
Swappable storage battery installed/removed to/from vehicle with no skill, in little time.
Decrease the number of military bunkers.
Melee damage while wearing filthy clothing may result in infection.
Make Vending Machines harder to break into.
Add power armor helmets to match existing spawns of power armor.
Heal broken limbs gradually, not all at once.
Increase to horde interest with sound source.
Time needed to wash an item now depends on its volume.
Make target size affect ranged accuracy.
Forbid evac center mission route from having non-road tiles.
Remove construction skill.
Craft one round at a time for handloaded ammunition.
Give zapback zombies weak electric melee.
Remove requirement for large power reserve just to turn on a part.
Bash shouldn't give better items than deconstruct now.
Stops roadblocks from spawning live zeds.
Remove gasoline and diesel from explosive recipes.
Restore sum of errors based dispersion.
Newly recruited NPC engage close enemies only.
Nerf to tree yield.
Disallow batteries with a weight over 20000 from tool battery mod.
Reduce noise from other z-levels.
Make metabolic mutations more interesting.
"No one is immune to fire"
Fix some tools recipes to match output item volume.
Add some variability to vehicle battery levels & tire destruction.
Chopping trees rework.
Drilling long action.
Replace chop logs construction with long action.
Glazing and waterproofing requirements.
Added rebar cage spawns to basic concrete wall and removed rebar drops.
Changed formula for character strength required to install something in a vehicle.
Don't retarget after killing selected target in a burst.
NPCs capable of getting away from live/armed explosives.
Remove mutation side effect from unsuccessful bionics installation.
Allow giving ranged weapons non-piercing damage, modify corrosive zed.
Add new "CLIMB_SIMPLE" flag.
Kill 100 Zombies quest now require killing 100 monsters from a ZOMBIE species, and not only ordinary mon_zombie.
Ranged weapon rebalance.
Applied new FRAGILE_MELEE flag to a number of improvised weapons.
Zombies cannot bite without grabbing.
Skeleton armor increased by 50%, skeletons slower and harder to shoot. Adds Skeletal Juggernaut.
Replace instant healing with slow healing effects.
More Complete and Rebalanced Vitamins.
Antibiotic overhaul - slow-acting antibiotics, and adds Atreyupan, a weak antibiotic.
Changes some Autodoc messages and makes it usable without anesthesia by Deadened mutants or Sensory Dulling cyborgs.
Balance rusting of iron items (essentially eliminate it unless the item is left soaking in water for a long time).
Overhaul fragmentation explosives to project a deadly field of fragments instead of a few random ones.
Make ice labs ~10% of all labs, not 50%. Ensure 1+ lab per overmap.
Make portals unavoidably teleport you.
Removed ability of losing existing CBMs due installation fails.
Vary horde speed based on monsters in horde.
Obsolete impossible gunmods.
Create LOUDMOVES flag, add to secubots.
Lumber no longer made from / substitute for long stick.
Fix OP throwing.
Perception stat now determines overmap visibility, and the Topographagnosia trait is now available.
Added FILTHY tag, monsters with the tag now drop dirty clothing.
Portable sleeping bags.
Removes the vac_sealer requirement from sealed glass jar recipes, adds canning pot, updates recipes.
Allow crafting a fur rollmat with tanned pelts.
Wearing clothing out of natural layer order now imposes additional encumbrance.
Added deconstruct recipe for vehicle controls, reduced component requirements for crafting controls.
Adjusted weights of mammals from the category defaults to averages of real values.
Let one screwdriver recipes produce screwdriver set.
Flowers won't collide with vehicles no more.
Increase HP of paper-thin palisades.
Many animals such as coyotes and dogs are now less aggressive across the board.
Allow fishing in fishable non-river locations.
Nerf pneumatic gun reload times.
Modifies calorie amounts for flesh/fish and Fat products, including butchery products.
Rework vehicle safe and max velocities based on physics.
Adding more requirements to screwdriver set recipe.
Causes corpse damage level to negatively affect butchery yields.
Adjust PRY ability levels.
MBR vests weight and recipe fixes.
Reset aim of bows between shots.
Refine forest trailhead placement.
Adjust clay distribution in forests and on river banks.
Rebalance comestibles' calories, vitamins, weight, and volume.
Made vitamin deficiencies slower to accumulate.
Rebalances recipes to be closer in calorie count for input and output.
Increases duration of most morale effects
Rapid metabolism made purifiable.
Joint Torsion increases stamina usage when moving.
## Bugfixes:
Fix inability to repair modified clothing.
Fix charge consumption when invoking tools.
Fix grenades not exploding.
Cleanup drivability rules for vehicles.
Prevent application of traps to players in vehicles.
Menu crash fixes.
Fix crash when player moves while remotely controlling a vehicle
Fix gasoline in automated gas station mapgen
Force HOT/COLD/WET items to be active on save load
Make reinforced glass interact with projectiles.
Prevent display of messages the player shouldn't know about.
Prevent windows from thinking the game has hung.
Prevent turrets from damaging source vehicle.
Don't drop skeleton meat.
Don't automatically shoot neutral creatures with autofire.
Fixup behavior of frightened monsters.
Optimized fire spread.
Fixed disarm technique.
Crash fixes for item handling.
Stumbling monsters no longer move at different effective speeds based on direction of movement.
Numerous bugfixes in NPC AI.
Fixed some interactions between various inventories when they are present in the same tile.
Made blacklisting operate more consistently.
Rebalanced vehicle collisions.
Fixed crash when target dies between successive automatic attacks.
Fixed deafening noise from collapsing buildings.
Apply stamina penalty for attacking more consistently.
Headgear now can actually be worn with power armor.
Don't wake up on dry retching.
Fix incorrectly calculated melee movecost.
Fixed zombies stumbling in biased directions.
Fix for flickering in SDL version.
Allow dodging during long actions.
Fix failing legacy save loading unit test.
Fix electricity and acid ripping up clothing.
Fix a funny bug: going to sleep while playing an instrument results in "Something is making noise".
Fix shrapnel crash.
Hack in roofs above buildings.
Fix all projectiles causing explosions.
Add back cache update to fix pixel minimap render issue.
Make backtrace() handling saner; fixes BSD, probably others.
Make exploding ammo explode on hit.
Integrated scope fix for scout rifle.
Restrict usage of computers for blind character.
Fix NPCs talking to deaf player.
Fix line slopes and adjust projectile attacks.
Remove morale penalty after washing if filthy item was worn whilst washing it.
Fix items from previous saves not having any charges even when counted by charges.
Ask only once per dangerous tile to enter.
Fix safe mode trigger distance.
Fix an active item processing crash.
Never give new characters unusable food or clothing (part 1).
Dirty transparency cache when removing opaque parts from vehicles.
Remove grab when target is destroyed.
Stash linkages in the gun like we do casings.
Prevent projectiles generated by Electromagnetic Unit CBM from hitting the player.
Rad-immune player is now protected from zombie scientist's radiation beam.
Vehicles shouldn't collide with hallucinations.
Avoid city only scenarios in random character generation when city size is 0.
Hallucinations don't reset limb healing.
Fix saving character templates.
Fix for schizophrenic NPCs effecting players.
Stop NPCs from leaving the vehicle due to smoke while in vehicle.
Remove CARGO items from destroyed vehicle parts.
Test and fix zapback.
Prevents character from waking up from lack of fatigue or noise while under the effect of narcosis.
Fix placement of overmap specials with city size 0.
Limit consoles and cardreaders to only affect within their overmap tile.
Fix connections in ant tunnels.
Fixed stuck movement after holding numpad keys in SDL version.
Fix crash when NPC tries to take off and drop items where he can't when asked to wear something.
Fix display of isolated linear tiles.
Fix for excessive overheating from fire sources.
Fix creatures being able to see you through cameras and mirrors.
Remove explosion effect from small arms ammo put into fire.
Fix crash/weird behavior when handling items while over-encumbered/
Fixes the autoattack range for HAS_REACH weapons when the gameworld is circular.
Fix drinking from 'aluminum can' segfault.
Fix crash with no audio device.
Fixes creatures not setting off traps or falling z-levels after being flung.
Fix crash when resizing window during character creation.
Fix overmap special exhaustion when placing mandatory specials.
Prevents players from inheriting each other's deafness.
Fix for melee sound related crashes.
Disable recharging vehicle batteries from handheld batteries.
fix for crash to desktop when player tries to remove charcoal or food from smoking rack
Fix throwing stacks of items.
Fix wrong tripoint usage for temperature calculations.
Make trying to sleep into an activity.
Fix items going spoiled while crafting.
Sort out of spilled liquid infinite loop fix.
The internal furnace can only consume itens up to a maximum mass and volume.
Fix vehicle part install CTD.
Recalculate morale after washing filthy worn items.
Avoid invlet clashes on worn items.
Prefer dropping items into vehicle cargo spaces where available in more situations.
Fix traps ignoring monster armor.
Vehicles: make the vehicle split code more robust and stop game crashes.
Use maps on all zlevels so they actually reveal things.
Fix crash when talking to ranch foreman about prospectus; Fix agricultural investment option not functioning.
Consistent fireproof / firey monsters immunity to fire-related fields.
Type cast for prevention of integer overflow with large volume containers like cargo containers.
Bionics: connect cable charger systems to vehicles.
Unloading plutonium from vehicles now gives the correct amount.
NPC missions: clear the mission during the failure talk topic.
Fixed crash related to unbound direction action.
Reduce quarter-corpse butchering times to 1/4th of full corpse.
Set max for item stack charges, container volume and cargo volume.
Prevent heat induced vomiting until dead.
Folding vehicles: improve collision test when unfolding.
Fix item category names not updated when switching the language.
Fixed lightmap-related crashes in MinGW 64-bit executables.
Npc: NPCs on guard duty in a vehicle stay in the vehicle.
Fixes isometric tile rendering.
Npc: friendly NPCs only warn about hostile monsters.
Fix bomb fragment placement with z-levels on.
Fixes safemode custom rules when creating a new character.
Melee: make sure aoe techniques don't access an array out of bounds.
Fix aiming if target moves out of LOS.
Improve terrain bashing with experimental z-levels.
Allow turrets to shoot "over" the vehicle they are mounted on.