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Sign up| # 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. | |
| Vehicles: show active, fueled engines or battery in sidebar fuel indicator. | |
| Hack around android joystick shifting bug. | |
| Restore NPC ability to target player. | |
| Deep bites now actually progress over time. | |
| Fixes errors in graphical builds without sound enabled. | |
| assure_dir_exist now creates parent directories recursively. | |
| Skip dodge and block techniques when looking for a normal technique. | |
| Fixed zombie necromancer was able to revive zombies pulped by a very hard hit. | |
| Fix aiming anywhere after player has moved. | |
| Applies radiation mitigation to all sources. | |
| Adds minireactor to electrical power calculation. | |
| Fixes gunmods that add non-auxiliary gun modes. | |
| Fix NPC weapon wielding turn cost. | |
| Fix monsters' special attack description not translated. | |
| Fix aiming via mouse click. | |
| Skinning animals smaller than Great Pyrenees now possible. | |
| Vehicles: don't let drag stop vehicles in active cruise control. | |
| No map extras in refugee center (for now). | |
| Greater search range for refugee camp bandit missions. | |
| Allows vehicles with a seed-drill to plant seeds | |
| Fixed time cost for auto-mining. | |
| Fix crash related to null pointer in creature tracker. | |
| Make fire extinguishers work again. | |
| Fix ASCII fallback for corpses. | |
| vehicles: improve split logic. | |
| Game: adjust vehicle driving offset based on the new speeds. | |
| Unloading ammunition belt can be interrupted. | |
| Fix HP not being recalculated during chargen. | |
| Restore ability to use recipes from eink tablet. | |
| Made Mycus Fireproofing and Mycogenesis consistent, and they will no longer prevent your clothes from burning. | |
| Correct several uses of distance metrics. | |
| basecamp: retrieve companions sent to do expansion crafting. | |
| Fix wall connectedness on tiles builds with tiles disabled. | |
| Vehicles: only sink vehicles in deep water. | |
| Prevent NPC duplications when climbing stairs and colliding with a monster. | |
| Prevent zone activities from working across z-levels. | |
| Fix lighting of exterior walls by player-held light sources at night. | |
| Move control laptop time investment to be before hacking attempt. | |
| Respect `looks_like` for memorized tiles. | |
| Disallow pseudo items in crafting component selection. | |
| Fix calculation of chance to persuade NPCs to train. | |
| Npc: fix NPC followers not closing doors. | |
| Serialize recipe charges. | |
| Fixed NPC dialog around lying and succeeding at missions. | |
| More mall background tiles will match floor. | |
| Stop people from randomly mutating new hair styles. | |
| Silence error message when monster AI traverses an off-map vehicle. | |
| Fix handling of NPC passenger removal. | |
| Fix check for available wheels when changing tires. | |
| Disallow washing in the dark. | |
| ## Performance: | |
| Optimized mapgen when generating homogeneous tiles (empty air or all rock). | |
| Shadowcasting optimizations for ~10% performance speedup. | |
| Fix memory leaks in cata_tiles. | |
| Switch from rand() to a simple mix/hash function for random tiles, also more speedup. | |
| JSON optimization: removed many default values. | |
| Remove effective no-op in player::fire_gun. | |
| Cache morale level and speed up its computation. | |
| Update reload times. | |
| Cache some of the pathfinding data. | |
| Draw border enhancement. | |
| Hugely speed up crafting GUI. | |
| Fix the inventory UI slowdown. | |
| Allow SDL redraws during sleep or when FORCE_REDRAW triggers. | |
| Spam fewer popups while saving submaps. | |
| Improve performance of damage calculation. | |
| Defer autopickup item lookups until first use. | |
| Cache item types for inventory; huge crafting GUI speedup. | |
| Speed up vehicle::is_broken, use it a bit less. | |
| Speed up some slow sections of monster code. | |
| Optimize saved monstergroups to decrease save size. | |
| Faster drawing of empty spaces in tiles build. | |
| Skip drawing spaces in winconsole builds. | |
| Performance improvement for mega vehicles with many turrets. | |
| Faster inventory menus. | |
| Fix weather data performance impact. | |
| Implement deferred color loading. | |
| Losslessly compress all tiles. | |
| Don't store translated material attributes. | |
| Streamline effect processing on addition. | |
| Speed up cache generation in z-level mode. | |
| Fix decreased performance of software rendering. | |
| Remove defensive redraw, add wrefresh where needed. | |
| Cache values in season_of_year and reuse on same turn. | |
| Remove unneeded SDL_RenderSetLogicalSize. | |
| Use map::points_in_radius instead of manual iterating. | |
| Reduce Submap constant memory requirements of Cosmetic strings. | |
| Reduce memory consumption for soundpacks. | |
| Fix lag due to copying player objects. | |
| Encode mapbuffer terrain data using RLE scheme for smaller save files. | |
| Faster item layer computation. | |
| Improve performance of encumbrance calculations. | |
| Lazily load sound effects as they are encountered instead of at application startup unless explicitly preloaded. | |
| Faster color name lookup. | |
| Remove recursive call from open_or_close(). | |
| Performance boost for SDL drawing using color modulated textures. | |
| Improve sorting large numbers of items into zones. | |
| Optimize inbounds check and reactor lookup. | |
| Large optimizations to dynamic lighting via a fast exp approximation. | |
| ## Infrastructure: | |
| Allow multifunctions containing both iuse_actor and cpp iuse_method. | |
| Overhauled mapgen to allow more flexible specification of map features. | |
| Better help menu for command line invocation. | |
| Moved mutation definitions to json. | |
| 3D map infrastructure. | |
| Move NPC dialog to json. | |
| Use lightmap consistently in both curses and tiles. | |
| More flexible menu filtering system. | |
| Moved special tool items to json. | |
| Moved vehicle spawns to json. | |
| Methods to transform buildings after generation, i.e. to make them looted or barricaded. | |
| Cleanup and extension of sound system. | |
| Unified bullet disassembly handling. | |
| Overmap saves moved to json. | |
| Removed a lot of redundant default json entries. | |
| Allowed arbitrary items to have artifact properties. | |
| Migrated worldoptions, autopickup to json. | |
| Add separate flag for electronic systems control. | |
| Added zombie movement unit tests. | |
| Put the crafting gui code into it's own module. | |
| Add method to check if item can holster another. | |
| Apartment Tower JSONification. | |
| Add soundpack support. | |
| Added example jq scripts for JSON parsing. | |
| Wrap up _("translated weight units") to the dedicated function. | |
| Re-seed RNG after choosing tiles. | |
| 8-way rotation of some ascii line drawing characters for vehicles. | |
| Automatically rotate movement in isometric mode. | |
| Fix weighted list RNG on platforms with a different RAND_MAX value. | |
| Add function for temperature conversion (from F to C). | |
| Use wchar_t for all potentially-wide-character handling. | |
| New road mapgen to replace mapgen_road_*() | |
| Jsonized monster attacks. | |
| Factor out drawing primitive algorithms to a separate module. | |
| Remove hardcoded moves cost when unloading from containers. | |
| Weather Reader reworked. | |
| Adds Prying quality, adds helper functions for quality checks. | |
| Better NPC complaints. | |
| Implements magazine wells. | |
| Customizable bite attacks. | |
| Add inheritance, strict and bounds-checking to MONSTER. | |
| Allergy flags instead of allergy materials. | |
| Move turret monattacks to a json actor. | |
| Vehicle weight cached, more realistic. | |
| Implement Lua wrapper to store and use either value or reference objects in Lua. | |
| Create Blank Building Template.txt | |
| Comestibles support inheritance. | |
| Add lifting and jacking requirements to vehicle modification. | |
| Extend 'generic_factory' + aliases + use the factory to manage terrain objects. | |
| Add compiler LTO support. | |
| Use center_print() function in appropriate places. | |
| Use trim_and_print() instead of locally introduced function trim_to(). | |
| Display NPC needs in debug menu for AI development. | |
| Implement string id for tool qualities. | |
| Support inheritance for vehicle parts. | |
| Augment and use map::water_from() to handle crafting requirements. | |
| Move the scent map into a dedicated class. | |
| Convert manual memory management to automatic using unique_ptr. | |
| Make NPC class id a string_id. | |
| Convert lab_notes and hints to use the snippet system. | |
| Item burning code rewrite, exploding magazines. | |
| Jsonize NPC class stat bonuses. | |
| Spot checker for FoV scenarios. | |
| JSONize NPC talk tags. | |
| Wrap file reading into utility functions. | |
| Units wrapper class for volume. | |
| Specify vehicle part repair requirements in JSON. | |
| Adding a call to add per-minute LUA callback. | |
| Move mission dialogue to json. | |
| Add inheritance support to generic factory. | |
| Better handling of item templates. | |
| Move crafting rig definitions to JSON. | |
| Split engine load in to electrical and propulsion. | |
| Fuel efficiency tests with targets. | |
| Jsonize mutation hunger, thirst and fatigue rates. | |
| Rewrite trap loading to use generic_factory. | |
| Encapsulate the WINDOW pointer in class game in unique_ptr. | |
| Add char_validity_check unit-test. | |
| Use dedicated type for mass/weight values. | |
| Use get_files_from_path instead of platform dependent code. | |
| Implement and use a copy_file function. | |
| Added ability for mutations to spawn items via JSON. | |
| Added the ability to load mods from user_dir/mods. | |
| Add wrapper function for finding suitable points for mapgen. | |
| Display float options in the correct decimal format. | |
| Ranged balance unit test. | |
| Use a wider type for symbols. | |
| Json formatter. | |
| Jsonize mutation armor. | |
| Mapgen palettes. | |
| Changed recipes to use filament group. | |
| Use variadic template functions instead of plain C-like variadic function arguments. | |
| Move class map_item_stack into separate header and source files. | |
| Load only base_colors file when it is available. | |
| Switch OS X locale detection to CoreFoundation. | |
| Normalize colors for alternate map keys. | |
| Implement time_point and time_duration classes. | |
| Extract events system to separate class. | |
| Added morale editor to debug menu. | |
| Add CodeTriage badge to cleverraven/cataclysm-dda. | |
| Compress Basic menu sound effects to Ogg Vorbis. | |
| Unhardcoded NPC destinations (using overmap locations) | |
| Improving modding support via adding ability to load game options directly from JSON. | |
| Add a class to encapsulate references to a specific vehicle part. | |
| Max player stamina moved to JSON. | |
| Added FRAGILE_MELEE flag to represent fragile melee weapons. | |
| Unicode support for SCT. | |
| Update vehicleDef.py to produce better vehicle templates. | |
| Move fuel and engine parameters to JSON. | |
| Added pull request template. | |
| Adds the Debug Bionic Power trait. | |
| Fix flaky explosion regression test. | |
| Detect unexpected mutation failure in the mutation unit test. | |
| Jsonize large swaths of NPC dialogue. | |
| Enhance generation of forest tiles with terrain-dependent furniture and forest composition attributes. | |
| Conversion of nutrition to calories (kcal). | |
| Allow constructions to spawn byproduct items. | |
| Implement proper vehicle part iterator and range. | |
| Add script to generate Changelog from SUMMARY lines in Pull Requests. | |
| Make input timeout context-specific. | |
| Npctalk to JSON: Move most NPC dialog to JSON. | |
| Properly implement time duration string alignment. | |
| made_of_any(materials) for creature. | |
| Add the option to create Changelogs grouped by Build to generate_changelog.py | |
| Add support for deferral of player movement, use it to fix two bugs. | |
| Load time duration from string (containing units). | |
| Converts monster size to weight and volume. | |
| Replace usage of sentinel tripoint_min with cata::optional. | |
| Add more functions to vpart_position and vpart_reference | |
| Better clarity in item description code. | |
| Clean up handling of vehicle power to always use watts. | |
| Add error reporting to many calls of SDL function. | |
| Do not ask for retarget when opening projects in Visual Studio. | |
| Print the Cataclysm version number in the debug log. | |
| Fix foldstring ignoring multiple linebreaks | |
| Make point and tripoint literal so they can be used in constexpr contexts. | |
| POSIX backtraces now work for installed binaries and position-independent executables. | |
| Improved CI infrastructure error handling. | |
| Allow explicit specification of overmap special connection type. | |
| Find or create overmap special after overmap generation. | |
| Basecamp, faction camp: start merging faction camps into basecamps. | |
| Better statistics in tests. | |
| Upgrade tests to Catch2 2.5.0. | |
| Show debug logs during tests. | |
| Missions: autoset monster_kill_goal for KILL_TYPE and KILL_SPEC. | |
| Missions: Move some start functions into JSON. | |
| Add tracking of overmap special for placed terrain. | |
| Faction camps: consolidate and clean up farm code. | |
| Basecamp: try to regularize mission starts and mission returns. | |
| Unhardcoded comfort, warmth and feet fire bonus values for furniture. | |
| Reorganize NPC backstories into their own folder. | |
| Enable JSONized placement of overmap specials at mission start. | |
| Split sound functionality out of sdltiles.cpp into its own file. | |
| Split comestibles.json into many files. | |
| NPC expertise infrastructure. | |
| Changed butchery to use JSON for drops, for all butchery actions. | |
| Show test times in CI results. | |
| Add tool qualities to the game for later use in scientific tools. | |
| Replace tag_colored_string with colorize. | |
| Run tests for CMake CI build. | |
| Simpler test randomness seeding. | |
| Enable functional boats phase. | |
| Npctalk: add more conditions and dynamic line options. | |
| Npc: remove hardcoded mutation modifiers to opinions and use JSON values | |
| Adds not-quite implemented basic analytical tools for chemistry. | |
| Fix city districts and increase default size. | |
| Npctalk: add u_sell_item effect. | |
| Npctalk: add a simple pseudo-switch for responses. | |
| Fix NPC class loadout selection. | |
| Npctalk: add mutation threshold flags, static and starting NPC traits, and a basecamp count. | |
| Document units for power and energy_consumption. | |
| Replaced hardcoded terrain list with checking of terrain flag. | |
| Change within_visual_range function to reflect usage. | |
| Allow more specific control over tests run in CI. | |
| Improves structure of background stories to prepare for other types of inquiry. | |
| Improvements to player_activity regarding distractions. | |
| Npctalk: add true/false responses and CONDITION trials to JSON. | |
| Allow flag-based blacklisting and whitelisting of overmap locations on a per-region basis. | |
| Npctalk: add a bunch of new options to JSON. | |
| Rationalize Visual Studio compatibility code. | |
| Mutation loading now uses generic_factory. | |
| Make route_adjacent available to all activity handlers. | |
| Moved wind generation variables to regional_map_settings.json. | |
| Npctalk: move NPC needs to JSON. | |
| Npctalk: move NPC follower AI rules to JSON. | |
| Npctalk: move almost all dialogue into JSON. | |
| JSONnizing CBM slot feature. | |
| Land Use Codes infrastructure. | |
| Moves allergen handling vitamin absorption to JSON. | |
| Refactor advanced inventory item movement to use activities. | |
| ## Build: | |
| Support for finding alternate versions of build tools. | |
| Lots of forward declaration and #include cleanup to speed up compilation. | |
| Addition of many unit tests. | |
| string_id, a typesafe and efficient wrapper for string identifiers. | |
| Makefile supports various standard environment values. | |
| Add dmg distribution target to makefile. | |
| Tiles support on OpenBSD. | |
| Add an easy makefile option to compile every localization file. | |
| Set -mmacosx-version-min to 10.7 using clang. | |
| JSON regression check. | |
| Throw exception on debugmsg in unit tests. | |
| Bump minimum supported compiler versions. | |
| Use ar from cross-compiler's toolchain. | |
| OS X. Support building .dmg packages for curses version. | |
| Makefile: add USE_LIBCXX flag | |
| Fix bundling liblua on OS X | |
| Fix OS X launcher script. | |
| Fix for old clang versions that don't like empty initializers. | |
| Disable C4146 error in MSVC | |
| Add mod support to unit tests. | |
| A workaround to avoid a suspected MSVC code compilation issue. | |
| Fixed clang crash on OS X. | |
| Attempt to recover from no git in CodeBlocks project. | |
| Graceful migration of legacy savegames. | |
| Handle obsolete items in mods. | |
| Fix ARM compilation issue. | |
| Update CATCH to v1.5.8 | |
| Support loading worlds from CLI. | |
| Always require RFC 4627 compliant JSON. | |
| Include numeric to fix OSX compile. | |
| Add a switch to retain debug symbols for profiling. | |
| Update MXE ICE workaround to blacklist anything targetting x86_64-w64-mingw32.static | |
| Don't keep _GLIBCXX_DEBUG when DEBUG_SYMBOLS is set. | |
| Allow installation in a path with whitespaces. | |
| Add a compile mode that checks for printf format errors. | |
| Fix Makefile not respecting 'FRAMEWORKSDIR' exported to environment. | |
| Bionics regression test, currently "item consuming" ones only. | |
| Add explicit instantiation of string_id::NULL_ID to make clang happy. | |
| Enable unit tests in Travis builds. | |
| Enable coveralls support. | |
| Add man pages for cataclysm and cataclysm-tiles. | |
| Add files recommended for UNIX desktops. | |
| Streamline the color loading from JSON in SDL and Windows console builds. | |
| Add MXE compilation and Wine testing to .travis.yml | |
| Fixed compile problem in VS. | |
| Add codecov.io to .travis.yml | |
| Allow use of Clang through MinGW. | |
| Fixed makefile to use pkg-config instead of ncurses5-config. | |
| Fix the OSX cross-compile. | |
| Put 'gold' really in use when linking. | |
| Add equality operator to tripoint_range. | |
| Add gcc 7 and 8 to build matrix. | |
| Snapcraft Build recipe added. | |
| Fix compiler errors on clang-7.0.0-svn | |
| Sort object files to link them in reproducible order. | |
| Update .desktop and appdata files in data/xdg. | |
| Add Dockerfile for building and experimenting on Debian. | |
| SDL windows: allow HDPI displays | |
| Makefile updates for MSYS2. | |
| Properly work-around broken SDL 2.0.5 key events on Linux. | |
| Debug stack trace & crash handler for Windows. | |
| Add PR validator to ensure use of a summary line. | |
| Android build standup. | |
| Add unit test for NPC movement fixes. | |
| Fixed Android build regression. | |
| Change MSVC configs to build test executable. | |
| Faster builds with CMake. | |
| Vehicle power test: make it more consistent. | |
| Visual Studio solution with vcpkg support. | |
| Use travis build stages. | |
| Run tests under AddressSanitizer in Travis CI. | |
| Sort generated lua bindings source file to allow reproducible builds. | |
| Adding astyle to deb/ubuntu packages. | |
| Automate changelog generation. | |
| Add macOS to travis-ci builds. | |
| Added VS solution to build statically linked executable using vcpkg. | |
| ## I18N and A11Y: | |
| Localizable HP bars. | |
| Implement printing aim accuracy as numbers. | |
| Textual vehicle facing indicator. | |
| Translatable moon phase. | |
| Fix of untranslated (sub)category in crafting gui. | |
| Dont' dynamically initialize using gettext. | |
| Make vitamin and fault and mod targets translatable. | |
| Fixed terrain name translation. | |
| UI improvements (for easier translation). | |
| Allow Unicode strings as item symbols. | |
| Add comment for translators about mutation UI. | |
| Add Chinese main menu ASCII art. | |
| Allow json_flags to be translated. | |
| Display localized "Really quit?" string in main menu. | |
| Fully handle language changes. | |
| Install only specified translations for curses version. | |
| Extract text field of morale_type for translation. | |
| Fix refugee center NPCs' unlocalized names and occupations. | |
| I18N-ize action menu entries. | |
| Ensure consistent string order in translation template. | |
| Fix interference effect of radio messages in localized version. | |
| Add Polish language. | |
| Better docs for translators. | |
| Add 'translate_marker' macro for xgettext to extract strings for translation. | |
| Windows language detection and selection. | |
| Load names when the language settings change. | |
| Display l10nized tab names when creating new world. | |
| Link against ncursesw if L10N enabled. | |
| Make user-facing error messages translatable. | |
| Many, Many new strings and menus are translatable. | |
| Provide context for translating strings of monster abilities. | |
| Allowed recoil level to be translated. | |
| ## Statistics: | |
| 3271 files changed, 4621405 insertions(+), 1700313 deletions(-) | |
| 37,604 commits | |
| ~700 contributors | |
| New game entities (core) | |
| Items: | |
| 11 ammunition types, 84 armors, 13 bionics, 18 books, 258 foods, 18 constructibles, 21 containers, | |
| 547 crafting recipes, 208 misc items, 52 guns, 33 gunmods, 75 tools, 22 wearable tools, 6 tool mods, | |
| 303 uncraft recipes, 17 vehicle wheels | |
| Mapgen: | |
| 52 epilogues, 46 furnitures, 496 item spawn groups, 1139 mapgen entries, 69 monster spawn lists, | |
| 64 overmap specials, 730 overmap terrains, 34 mapgen palettes, 137 terrain types, | |
| 52 vehicle blueprints, 30 vehicle spawn groups | |
| Misc: | |
| 4 dreams, 66 effect types, 9 engine faults, 47 harvest entries, 3 martial arts, 14 materials, | |
| 104 monsters, 16 monster factions, 211 mutations, 20 professions, 13 scenarios, 262 snippets, | |
| 31 start locations, 455 talk topics, 8 martial art techniques, 153 vehicle parts, 17 vehicle wheels | |
| New game entities (mods) | |
| Items: | |
| 102 ammunition types, 28 armors, 3 bionics, 17 books, 60 foods, 11 constructables, 12 containers, | |
| 6 engines, 206 misc items, 118 guns, 6 gunmods, 43 magazines, 369 crafting recipes, 136 tools, | |
| 158 uncraft recipes | |
| Mapgen | |
| 12 furnitures, 348 item spawn groups, 1911 mapgen entries, 41 monster spawn groups, | |
| 41 overmap specials, 2372 overmap terrains, 33 mapgen palettes, 11 start locations, 44 terrains, | |
| 24 vehicle blueprints, 24 vehicle spawn groups | |
| Misc: | |
| 2 harvest entries, 2 martial arts, 119 monsters, 2 mutations, 34 professions, 24 starting scenarios, | |
| 93 snippets, 275 monster speech entries, 8 talk topics, 11 martial art techniques, 395 vehicle parts | |
| ====== | |
| # 0.C | |
| ## Features: | |
| Infighting! Monsters now have factions assigned and will attack other monsters from opposing factions. | |
| Meteorology! Featuring all-new thermometer, barometer, and hygrometer, as well as an all-inclusive weather station. Now we can finally talk about the weather, as we've always wanted. (disclaimer, you can't chat about the weather with NPCs) | |
| You can warm yourself up from a nearby fire. | |
| Change car batteries without any tools, truck batteries with just a wrench, or install swappable storage battery cases and add/remove storage batteries to your heart's content. Electric cars come with cases for their storage batteries by default now. | |
| Many vehicle parts are now foldable, enabling you to have a more complete folding bicycle (or wheelchair). | |
| Aiming! You can now spend time when aiming a ranged weapon to improve your accuracy with it. | |
| The patented DeathCam™! You can now watch what happens after your epic death: is anything left of you after that massive fire burns itself out? | |
| Rifle straps! Mount one on your gun and just wear it when you're not using it. | |
| Some cars have alarms now, and you can try to bypass the alarm and unlock the controls. | |
| Better interactions with worn items, such as auto-retrieving stowed items from them. | |
| Toggle modes for each vehicle turret individually. | |
| Manual fire turrets. | |
| Cameras mountable on vehicles to extend view area. | |
| New drive-by-wireless system for cars, remote-control full-sized cars! | |
| Clothing modifications (pockets, padding, and reinforcing). | |
| ## Content: | |
| An abandoned farmhouse may spawn in the forest from time to time, with a sad story behind it. | |
| Tanning with trees! Blackjack oaks now spawn, and can provide tanbark. | |
| Electric chainsaws and jackhammers now exist in the world. | |
| Destructible bridges! They can be smashed, they have sidewalks, and are a source of rebar. | |
| Straw! Get it from the hay in farm barns and make yourself a nice straw hat. | |
| Battery mods (extended battery, rechargeable battery, etc.) can now be removed by applying a screwdriver. | |
| Wool and felt are now usable materials. | |
| Lots of clay and pottery recipes/items. | |
| Diesel fuel/engines/pumps. | |
| Lots of comestibles and recipes for them. | |
| Buildable concrete and brick walls and roofs. | |
| Flu shot that actually inoculates against flu. | |
| Metal tank furniture similar to a keg, but easier to make. | |
| Lots of new clothes and recipes for them. | |
| Large amounts of chemical and metallurgy additions, lots of bombs and rockets. | |
| Interior lights for vehicles. | |
| Fire engine, with a water cannon! | |
| Occasional mineral drops when tunneling (limestone so far). | |
| Zombie technician gained a disarm attack. | |
| Student professions. | |
| Generic spiritualist content. | |
| Craftable canned food and recipes. | |
| More farming content and recipes to make use of them. | |
| Even more houses! | |
| ## Interface: | |
| Butchering can now be used to cut up items, too. Also, you can now salvage _all_ the things (in a tile) in one keypress. | |
| Item descriptions now tell you what you know you can craft with them. No more wondering what those stupid copper tubes are good for. | |
| You can now choose to ensure that items you pick up never get wielded, keeping your hands free -- useful when you want to be using a martial arts style that's primarily unarmed. | |
| Foraging just... happens. Without prompting you (Y/N?) every (Y/N?) time. | |
| You can now choose to re-roll a random scenario along with your other random character generation things. | |
| New item action menu, trigger items without rooting around in your inventory! | |
| Option to merge all cash card charges into one card at an ATM. | |
| Laser-dot targeting now triggers safe mode. | |
| Streamlined vehicle construction menu by adding a shape select menu to parts that have multiple symbols. | |
| Added tabs to vehicle construction menu to help manage all the parts. | |
| Sound symbols persist until the end of the player turn, and can be examined for a description. | |
| Warning prompt about activated items when sleeping or waiting. | |
| Item names now have HP bars displayed with them. | |
| Add V-menu (nearby items/monsters) to peek command. | |
| Add filters to advanced inventory. | |
| ## Balance: | |
| Gun mods aren't just a free-for-all when reaching marksmanship level 1 anymore -- instead, they each have different skill requirements to install. | |
| Canes, cudgels, and umbrellas now work as improvised fencing weapons. | |
| Gunstores are all locked up. | |
| Muscle-powered engines can run alternators now. | |
| Muscle-powered engines cause thirst, hunger and fatigue. | |
| Split out more layering locations and layers, but made layering penalties harsher. | |
| Nerfed shrapnel from bombs in general, they are MUCH less effective against armored enemies. | |
| Monsters with many weapons semi-intelligently choose which ones to use. | |
| Tuned skilling progression for making archery items to allow bootstrapping. | |
| Unfletched arrows no longer count as ammunition so they don't clutter your firing menu. | |
| Some monsters have a small amount of nightvision, Now you will learn why you fear the night. | |
| Enabled trading with starting NPC at game start. | |
| Slowed tankbots down so you have a chance of running away from them. | |
| Zombie master special now picks from every zombie, not just a small list. | |
| ## Bugfixes: | |
| Doors and windows no longer hold up the roof! Hopefully preventing collapses from zombies breaking into your shop. | |
| Solar panels now _just work_ (as long as they're above-ground and it's sunny). | |
| Fixed dark temple finale by enhancing the dark wyrms that it spawns. | |
| Fix slow vehicles getting stuck in reverse. | |
| Fixed free blocks when player had no block techniques. | |
| Make effects that damage all player bodyparts use the same armor code as other attacks. | |
| Scale damage to armor based on its coverage so e.g. power armor isn't ridiculously vulnerable to acid. | |
| Fatigue can no longer go so negative that you don't need to sleep for days. | |
| Unify vehicle fuel handling. | |
| Game remembers which mutations you had activated. | |
| Fixed turrets shooting through doors. | |
| Fixed bug that was making gun recoil be too low. | |
| Fixed bashing corpses with blunt objects. | |
| ## Performance: | |
| MASSIVE improvement in performance when there are large numbers (thousands) of items nearby. | |
| Added a clustering algorithm for monster hearing that improves performance when there are many (thousands) of monsters on-map and making noises. | |
| Iterate across map structures in cache-friendly way. | |
| Avoid saving/loading sections of map that aren't interesting (like solid rock). | |
| ## Infrastructure: | |
| Diseases are configurable from JSON and applied as relatively generic status effects. | |
| Pedal/wheelchairs/paddles united as a "fuel type". | |
| About half of the item types are now composable, for example you can easily make a "wearable gun", or "wearable tool" now. | |
| Overhaul and simplification of map data handling. | |
| Simplification of gun and gunmod handling. | |
| Restored building under MSVC. | |
| Build performance improvements via removing unnecessary includes. | |
| Simplify handling of vehicle coordinates. | |
| Visibility checking API cleanup. | |
| Unified filesystem API. | |
| Extracted activity handlers from game.cpp | |
| Sound processing moved to a dedicated module. (in-game hearing, not the game making sound) | |
| Moved some shared logic from player to character. | |
| Streamlined obsolete mod handling. | |
| ====== | |
| # 0.B | |
| ## Features: | |
| Random characters have professions applied. | |
| Brewing. | |
| Wearable tools. | |
| Martial arts techniques can trigger when wielding appropriate weapons. | |
| Wing mirrors for vehicles. | |
| Prototype hordes. | |
| Adjust zombie speed with mods. | |
| Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all. | |
| You can dig down stairs with proper equipment. | |
| Scabbards, holsters and sheathable weapons. | |
| At high skills you can quick draw/attack with weapons. | |
| Fish spawn as distinct creatures, and they're used for fishing checks. | |
| Quivers for arrows. | |
| Furniture can act as a tool. | |
| Corpses rot and eventually disappear. | |
| Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties. | |
| Destroyed vehicle parts get ripped off the vehicle. | |
| Player can start at various locations. | |
| Special support for mapsharing installs: | |
| - lock down debug menu; | |
| - lock players to their username; | |
| - more configurable file placement; | |
| - locks around map files. | |
| Language switch is dynamic now. | |
| Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload. | |
| Internal furnace and Battery System CBMs are toggleable so you're less likely to eat random objects by accident. | |
| Spending more time near traps has incremental chance of finding them, spotted traps are remembered. | |
| Thrown items above a trap-defined threshold will trigger traps. | |
| You can now peek through curtains and some doors. | |
| Smashing a broken window again clears out the broken glass (relatively quietly). | |
| Autopickup can get at anything you can reach, i.e. adjacent tiles. | |
| Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base. | |
| Contents of books are unknown until first read (which is faster than usual). | |
| Can craft recipes if you have a book in range that provides it. | |
| Can learn recipes by practicing them. | |
| Roof of the vehicle you're currently in is not drawn. | |
| Faction hostility is back. | |
| Kiln operates without player being nearby. | |
| Radio operated items. | |
| Switched to seed-based weather generation. | |
| Options are only displayed when they are applicable to your build. | |
| Can perform unspeakable acts upon zombies to turn them into your packmule slave thing. | |
| Messages give feedback on melee misses. | |
| Foraging is seasonal, fruits will grow each season, but once picked are gone until the next. | |
| Pet menu to interact with friendly monsters. | |
| Starting scenarios stitch together profession, traits, and starting location. | |
| Picking up and dropping multiple items is now an interruptible activity. | |
| Activatable mutations. | |
| Heavily moddable gun platform. | |
| Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up. | |
| Factored windchill and humidity into body temperature calculations. | |
| Vehicles smash items when they (wheels) run over them. | |
| Refined vehicle/terrain collisions. | |
| Hulks and Brutes now have a very damaging fling attack. | |
| Jumper cables can be used to link together electrical systems of vehicles, including vehicles outside the reality bubble. | |
| Crafting a large batch of items can apply a discount to the crafting time required. | |
| Overhaul of "cut up" system: | |
| - Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun); | |
| - Cutting up returns items from each material that makes up the item; | |
| - Cutting up most items should respect the total volume of the item. | |
| Most terrain can be smashed now, if you can hit it hard enough. | |
| Can turn individual vehicle engines on and off. | |
| Filling an item with water from e.g. a river is now an interruptible action. | |
| ## Infrastructure: | |
| Switched to SDL 2.0. | |
| Made paths configurable for packaging and installation support. | |
| Finished pushing martial art definitions out to json. | |
| JSONized multi-tile building generation, leading to huger buildings. | |
| Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever. | |
| Silenced all the warnings, now it's easier to keep new ones from cropping up. | |
| Lots of string handling infrastructure, making translated string handling easier. | |
| Missing tiles in tilesets can fall back to ASCII. | |
| Saner glyph cache handling. | |
| Components used to craft an item are stored in the item. | |
| Debug overlay for hordes. | |
| Improved window handling. | |
| Generic iuse functors unify many types of iuse functions. | |
| JSONized bullet pulling recipes. | |
| Generic support for foldable vehicles, still need support for *crafting* them. | |
| Encapsulation applied to map accessors. | |
| JSONized monster drops. | |
| Damaged fuel tanks leak fuel on the ground. | |
| Most menus use input context now, and therefore have configurable keybindings. | |
| Switched build to c++11. | |
| Items can have a list of iuse methods instead of just one. | |
| Drug effects can mostly be defined in JSON. | |
| Scripts for querying json in tools_json_tools. | |
| Beefed up utf-8 input handling. | |
| JSONized NPC definitions. | |
| Unified recipe requirements across constructions and crafting. | |
| Better error handling when initializing SDL. | |
| Recipes can have byproducts. | |
| Added a standalone map layout utility. | |
| Monsters are saved to the overmap instead of per-submap, clearing the way for horde support. | |
| Hgamelaunch start script. | |
| Items can spawn with variable amounts of charge. | |
| Monster blacklists are applied consistently to all spawn code. | |
| Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types. | |
| Obsolete mods can be marked as such, preventing debug spam if a save containing them is loaded. | |
| ## Balance: | |
| Give most starting professions decent starting equipment. | |
| Nether spawns near corpse spawns. | |
| Capped skill gain from many activities, especially crafting. | |
| Melee weapons can take wear and tear damage based on their primary material. | |
| Categorized CBMs you can get from butchering things. | |
| BEES! | |
| Armor values nerfed. | |
| Mutagen spawn rates slashed. | |
| Overhauled mp3 player morale bonus to make micromanagement of it suboptimal. | |
| Amount of damage blocked by a block technique based on strength and skill of blocker. | |
| Removed acid rain until it can be made into a local event. | |
| Nerfed speed of many zombie animals. | |
| Starting professions supplied with cold-weather gear to match the expected climate. | |
| Standing in a fire less likely to ignite clothes. | |
| Lying in fire (when one or more legs is at 0HP) causes MUCH more damage. | |
| ## Content: | |
| New monster, Wraith. | |
| Hops, barley, and molasses as brewing ingredients. | |
| Yeast for fermenting brews and baking some bread foods. | |
| Sugar beet as a renewable source of sugar. | |
| Fruit wine and Brandy. | |
| Moonshine and home-brewed beer. | |
| Grappling hook. | |
| Many new house layouts. | |
| Wells and well digging. | |
| CQB CBM that provides martial art style. | |
| Warehouse building. | |
| Decorative terrain and furniture. | |
| Parasites and diseases from unsafe foods. | |
| Curtains for vehicle doors and windshields, privacy please! | |
| Foraging (in bushes, shrubs, trees). | |
| Towel usable for many handy things (still not at HHGttG level). | |
| hehe, honey. | |
| Wearable rx12 auto-injector. | |
| E-cigs | |
| Motel locations. | |
| Slime mutants can slip through tight spaces, spawn friendly slimes. | |
| Some insect-like mutants can sip nectar from flowers (but at a cost...) | |
| Mutagen gives you wings! (butterfly wings) | |
| Bird mutations. | |
| Zoose | |
| Killed bots drop (disassemblable) broken bot items instead of corpses. | |
| Bear mutations. | |
| Bio operator zombie. | |
| Spider nest basements. | |
| Nice looking road ends and roundabouts. | |
| Exploding gasbag zombies. | |
| Pizza parlor building. | |
| Wheelchairs. | |
| Notes left by other survivors scattered all over. | |
| Brain blob directs nearby blobs to move intelligently. | |
| Mall location. | |
| Several toolbox items to streamline carrying around your crafting needfulls. | |
| Cotton and many cotton-based recipes and items. | |
| Plant mutations. | |
| Audit of all item prices to try and get a sensical baseline for them. | |
| Supercharged military turrets. | |
| Make Fedora activatable, m'ilady. | |
| Road barricades. | |
| Necropolis. | |
| Rollerblades and skates. | |
| Evac center and piles of NPCs and missions. | |
| Bandit camps. | |
| RC car and remote-detonated bombs, and a remote controlled lamp. | |
| Automated gas stations. | |
| Boats. | |
| E-ink tablet and laptops can display recipes and act like books. | |
| Can take pictures of monsters and view them on laptops or tablets. | |
| Fish traps. | |
| A "Thrilling" monster easter egg. | |
| Riot control bot. | |
| Extensive mutation chain culminating with player effectively joining the Marloss faction. | |
| Extensive expansion of Marloss monsters/structures. | |
| Various power substations, with new monsters. | |
| Diesel added as a vehicle fuel. | |
| Added craftable pontoon bridges. | |
| Rat mutants can burrow, Cephalopod mutants can grow a large shell, lizards can regrow limbs. | |
| Many new starting locations. | |
| Curing hides and tanning leather. | |
| Full coverage of tiles in Retrodays and MShock's tilesets! | |
| ## Interface: | |
| Expanded armor layering window. | |
| Added way to swap panes in AIM. | |
| Animation and duration for smoking activity. | |
| Action menu that displays all actions in a tree menu. | |
| Highlight things you can interact with when 'e'xamining. | |
| Many strings are properly pluralized and have support for doing so when translated as well. | |
| Standardized overmap building colors. | |
| Vehicle examine menu shows used/capacity of fuel tanks and cargo space. | |
| SDL builds can play music. | |
| Log messages colorized. | |
| Books colorized by category. | |
| Different weather types get their own animations. | |
| Save/load log messages. | |
| Fuzzy river borders. | |
| Scrolling text animations when things are damaged and on some effects triggering. | |
| Lots of menus now have sorting, categories, and search. | |
| Animation delay option. | |
| Player can write and read sign items. | |
| Added a menu displaying martial art style characteristics. | |
| Perishable and rotting items colorized. | |
| UPS no longer activatable, now act as passive batteries. | |
| Prompt to continue studying a book until all recipes learned. | |
| ## Performance: | |
| Greatly sped up construction menu. | |
| Overmap scrolling speed greatly improved. | |
| Turn number added to calendar since it's called a gajillion times. | |
| Switched a lot of large collections to use std::unordered_map() or std::unordered_set(). | |
| SDL framebuffer cache. | |
| Extracted rain animation code from main drawing code. | |
| Tile lookup speedups. | |
| ## Bugfixes: | |
| No bleeding effect if your armor absorbs all the damage. | |
| Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions. | |
| Prevent dragging furniture from hoovering up items. | |
| Option to force software rendering to work around hardware support issues. | |
| Players are ejected from vehicles when their seats are destroyed. | |
| Contents of items destroyed by interacting with them are dumped instead of being deleted. | |
| Restored function of area melee attacks. | |
| Made various battery mods play nice together. | |
| Prevent segfault in the unlikely case that you miss so badly that you shoot yourself. | |
| Don't cause blood spatters when the attack does no damage. | |
| Avoid crashing when loading a corrupted submap. | |
| Avoid resetting creature speed to 100 when a creature is saved/loaded. | |
| Option to disable joystick input in case you have a broken joystick. | |
| Always practice at least one of the melee skill types when attacking. | |
| Fixed off-by-one error that made 100% coverage armor 99% coverage. | |
| Move critical multiplier calculation after armor absorbs damage. | |
| Added move cost for interacting with computers. | |
| Use maximum heard sound for effects (such as deafness), not the sum. | |
| Player graveyard works as intended, most recent player save is moved to the graveyard folder. | |
| Factored weight of items in furniture into cost of dragging the furniture. | |
| Gunmods with firing modes finally make correct sounds when fired. | |
| Guns spawn with ammo when mapgen calls for it. | |
| Fixed longstanding bug where displayed warmth would fluctuate wildly if your body temperature was optimal. | |
| Prevent player from taking damage when driving over an acid puddle. | |
| Taught zombies how to pick the right stairs. | |
| Fixed bug where zombies can attack at range after a knockback. | |
| Lots of window refresh cleanup. | |
| Turrets and vehicle turrets now respect friendly status when burst firing. | |
| Fixed a bug where monsters could see further than they should in circular distance mode (they still used square dist). | |
| ====== | |
| # 0.A | |
| ## Highlights: | |
| Module manager. | |
| Fullscreen mode. | |
| Many mutations, more refined mutation progression. | |
| Improved view options for driving. | |
| Improved item handling, including category views, partial stack handling. | |
| Mouse move and mouselook. | |
| Fishing. | |
| Working Refrigerators. | |
| ## Features: | |
| View item on mouse hover in SDL. | |
| Mouse move. | |
| Basic LUA support. | |
| Vehicles disintegrate into their constituent parts on impact. | |
| Fuel tanks preserve their contents when removed/installed. | |
| Vehicle construction and repair using duct tape. | |
| More distinct mutation trees, including branch thresholds and post-threshold mutations. | |
| Interact with monsters on stairs. | |
| Guilt from killing monsters tapers off as you kill more of them. | |
| Can track vehicles with a GPS module. | |
| Allow filtering constructions by the ones you can do right now (can toggle). | |
| Idling for vehicles, can effectively run as generators. | |
| Minifridge that keeps food fresh longer. | |
| Clothing pockets and hoods only activate when needed. (for warmth) | |
| Inventory and crafting menus support listing items by category. | |
| Expanded underwater combat. | |
| Item spoilage rate varies based on temperature. | |
| More info in list monsters menu. | |
| Rechargeable battery pack mod for tools. | |
| Gunmods are installed on rails now. | |
| Better gender handling at character creation. | |
| Expanded vehicle electrical system. | |
| Can pick up or drop partial stacks. | |
| Shove items out of the way when closing a door. | |
| Radioactive items. | |
| Mutation friendly clothing. | |
| Remove prompt to resume task, of course you want to. | |
| Vehicle facing indicator (option). | |
| Fullscreen mode. | |
| Show contents of grabbed vehicle (e.g. your shopping cart) in advanced inventory pane. | |
| Fishing, find a pole! | |
| Automatic view shifting when driving (option). | |
| Zoom mode that dynamically resizes tiles (pretty slow when zoomed unfortunately). | |
| Search known recipes by output, tool or component. | |
| ## Infrastructure: | |
| Overmap tiles moved to json. | |
| Lots of warning cleanup. | |
| More development of internal json library. | |
| Mod manager. | |
| Can define mapgen for tiles in json or LUA. | |
| Traps moved to json. | |
| Standalone json checker. | |
| Refactored monsters and players to have a common parent class. | |
| Retrieve items from inventory based on location instead of invlet. | |
| Ammo types moved to json. | |
| Blacklist and whitelist for including/excluding content. | |
| ## Balance: | |
| Sleep increases rate of fatigue recovery and healing over time. | |
| Remove automatic matches and pocketknife from player spawn. | |
| Add skintight flag for underwear-type clothing to negate layering penalties. | |
| First Aid and bandages take time to apply now. | |
| Increased city size variability. | |
| Turrets have finite ammo. | |
| Reduce rate of damage for "real armor" as opposed to "clothes". | |
| Zombies spawn at last stand locations. | |
| Burning ammo only throws shrapnel, no explosion. | |
| Increased crafting distance to 6 to enable large workshops. | |
| Progressive difficulty searching for lab notes. | |
| Large-scale vehicle rebalances. | |
| Improved code that determines what body part is hit by an attack. | |
| Water purification methods use one charge per unit of water. | |
| Buffed water resistant clothing. | |
| Removed acid puddles from acid rain. (no more melting items). | |
| Buffed most zombie HP. | |
| Large nerf to solar panels. | |
| Effectively remove cap to starting points option (set to 1,000). | |
| More interesting gun misfire/jam mechanics, guns can take damage now. | |
| Varied rate of projectile breakage with a flag, more differentiation between arrow types. | |
| Ammo with special effects (smoke, teargas, explosions) now go off when burned. | |
| ## Content: | |
| Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip razors. | |
| Too many mutations to list, including mutagen types and recipes. | |
| Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels. | |
| Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new traits. | |
| Mutation-themed dreams, cowbell, atomic batteries, dojo and contents, | |
| vending machines and bank cards. | |
| Dinocataclysm added as a mod at long last! | |
| Lots more terrain and furniture is now bashable. | |
| Several new houses and other buildings. | |
| Variations of vehicle condition (damaged, blood-splattered, engine running, etc) | |
| Creatures fling around appropriate fluids and chunks when gibbed. | |
| Several content packs that allow enabling/disabling different categories of content. | |
| Shoggoth. | |
| ## Bugfixes: | |
| Prevent artifact swords from sticking all the time. | |
| Royal jelly and blood filter heal dermatik infections. | |
| Make active items (ticking bombs, rotting food) work in vehicle storage. | |
| Prevent teleportation and stairclimbing from erasing monsters. | |
| Lots of UI tweaks. | |
| Fix bug where items couldn't be thrown over water. | |
| Erase scentmap when we move between floors. | |
| Handle adjacent overmaps better, including notes. | |
| Lots of recipes moved fro auto-learn on skill thresholds to being learned from books. | |
| Fixed vehicle rendering when dragging. | |
| Can craft from items in vehicle storage. | |
| Only count loudest vehicle engine for noise generation instead of adding them together. | |
| Fix weird bug where being too strong made you bad at throwing things. | |
| Fixed several related vehicle board/unboard bugs. | |
| Player displayed in correct position when peeking. | |
| Fixed lots of menu drawing glitches. | |
| Height/width options make more sense, total instead of based on view width. | |
| Limit indoor dimly lit areas to the same view distance as outside. | |
| Fix bug where vehicles and windows projected light at dawn and dusk. | |
| Targeting defaults to nearest enemy. | |
| Toggling between enemies includes hostile NPCs. | |
| Vehicle turrets no longer shoot player or their own vehicle. | |
| Fixed issue where exploding items could destroy themselves and cause a segfault. | |
| Check for errors when attempting to write files and take appropriate action. | |
| Fixed some lab finale features. | |
| Fixed vehicle workshops being usable as components in recipes. | |
| Cruise control is now smooth, even the sportscar is drivable. | |
| Sinkholes don't turn into pits after you step in them. | |
| Can no longer block attacks in your sleep. | |
| Translations build and ship with releases. | |
| ## Performance: | |
| Many overmap generation performance improvements. | |
| Stop updating scent if player hasn't moved for a while, makes waiting and sleeping go much faster. | |
| Optimized bitflag methods for very frequently used flags. | |
| Heavy refactor of crafting menu for more speed. | |
| Heavy optimization of scent diffusion. | |
| Declare strings as const to avoid reallocating them all the time. | |
| Lots of caching of vehicle parts. | |
| Vision calculation speedups. | |
| Refactored map loading to chunk up map data into tiny (1KB or so) files, so save/load is nearly instantaneous. | |
| ====== | |
| # 0.9 | |
| ## Highlights: | |
| World Factory: Multiple worlds managed at once. | |
| New mutation categories. | |
| TsuTiles. | |
| Basic mouse support in SDL builds. | |
| Vehicle construction system rework. | |
| Backward compatibility with 0.8 saves. | |
| Unbelievable amount of new content. | |
| ## Features: | |
| New mutation categories. | |
| Blob drops are semi-useful. | |
| World Factory: Multiple worlds managed at once. | |
| Single keypress pulping. | |
| Better Basements. | |
| Dynamically swap between text and tiles, and among tilesets. | |
| Funnels catch water when the player is far away. | |
| TsuTiles. | |
| Curvy roads. | |
| Zombears. | |
| V menu now lists monsters too. | |
| Emergency vehicles. | |
| Shia's back. | |
| Doors tougher, but zombies can pile on when trying to bash through them. | |
| Spawning monsters in packs. | |
| Shopping carts are drivable. | |
| Basic mouse support in SDL builds. | |
| Food dehydrator. | |
| Some clothes have hoods that are used automatically if there's no hat in the way. | |
| Only prompt to confirm butchering if there are hostiles nearby. | |
| Books have chapters. | |
| Better furniture dragging interface with 'G'rab. | |
| More cart types, hot dog, welding, luggage; swivel chairs. | |
| Track more stuff for memorial file. | |
| Basic tool quality support for more streamlined crafting recipes. | |
| Fungaloid rework. | |
| Vehicle workbench like components act like tools. | |
| Huge pile o books. | |
| Furniture and terrain definitions moved to json. | |
| Survivor armor. | |
| Large numbers of wild animals. | |
| Power system for vehicles and battery components. | |
| Reinforced vehicle components. | |
| Vehicle construction system rework. | |
| Multi-square vehicle doors. | |
| Make vehicles more resilient to damage and better able to smash through obstacles. | |
| Vehicle spawns have personality added in various ways. | |
| Removed action interruption from drug cravings. | |
| Ludicrous numbers of new foods. | |
| Vehicle horns. | |
| Backward compatibility with 0.8 saves. | |
| Stylish trait. | |
| Pickup partial stacks. | |
| Flaming weapons. | |
| Too many new professions to list. | |
| Diseases can now be bodypart specific (bleeding, bites). | |
| Reworked martial arts framework. Arts are no longer pseudo-items, and can be mostly defined in json. | |
| RPG-7. | |
| Reworked and streamlined bionics failure chance and install UI. | |
| Streamlined continuous reading. | |
| ## Bugfixes: | |
| Monsters that don't take damage no longer leave blood trails. | |
| Broken gas tanks act broken. | |
| Highlighting lines in tiles mode. | |
| Show all sounds made by player. | |
| Disassemble items with charges properly. | |
| Suppress smoke warning when you have a gas mask. | |
| Stims work again. | |
| Menu cleanups all over. | |
| Better in-city detection for roads. | |
| Funnel filling. | |
| Step on visible trap warning. | |
| Vomiting lethality nerfed. | |
| Better ignore monster for now feature. | |
| Massive audit of item values by Rivet. | |
| Prevent input overbuffering when it's raining. | |
| Eating related bugs. | |
| Hallucination fixes. | |
| Vehicle mounted turrets. | |
| Crafting consuming containers with contents. | |
| Prevents many actions from passing through walls. | |
| Weird handling of canceled item use. | |
| Gunmods with firing modes. | |
| Stabilized monster coordinates. | |
| Many fixes in defense mode. | |
| Charge rifle charging. | |
| ====== | |
| # 0.8 | |
| ## Highlights: | |
| Releasing with Russian, Chinese, and bla translations. | |
| Draggable vehicles, e.g. shopping carts. | |
| Memorial file listing player history. | |
| Tiles! | |
| Basic farming support. | |
| Support for save backwards compatibility. | |
| Option to adjust city size, make a whole map metropolis! | |
| Option to adjust monster density, walls of zombies! | |
| ## Features: | |
| Intelligence dependent skill rust option. | |
| Uncanny Dodge CBM | |
| Weight management rework, weight now in grams. | |
| If the player is overloaded, the strain causes pain. | |
| Display option for metric vs imperial vehicle speed. | |
| Beanbag rounds for shotguns and grenade launchers. | |
| Added headlights that can be aimed at installation time. | |
| Active bionics. | |
| Throw single items from stacks instead of whole stack. | |
| Updated many menus to updated menu system that provides scrolling, filtering and more unified hotkeys. | |
| Crafting overhaul, crafting no longer trains combat skills and vice versa. | |
| Reworked rain protection, items now have waterproof flags. | |
| Crafting recipes you can actually perform bubble to the top of the list. | |
| New laser weapons. | |
| Pneumatic weapons. | |
| Narrow sidebar option. | |
| Support unicode character names. | |
| Aim-related gunmods. | |
| Automatically adjust aim path if the default path is blocked by something. | |
| Play Now game start for one-click game initiation. | |
| Rework encumbrance to remove nonsensical negative encumbrance. | |
| Loosen strictness of encumbrance in general. | |
| Heated melee weapons. | |
| Plastic item crafting. | |
| Option overhaul with new tabbed menu. | |
| Swimming now makes you wet. | |
| Wetness can be a good thing when it's hot and you're properly attired. | |
| Wetness effects adjusted by some mutations. | |
| Portable Game system now usable, has playable games snake, sokoban, and robotfindskitten. | |
| Vehicle components, vehicles, mutations and traits are moddable in json. | |
| fruit bushes spawn in groups. | |
| Significant rebalance of fire, emits less smoke, and small fires should burn longer. | |
| Basic farming support. | |
| Welding rig vehicle component. | |
| When in a square with clothes and bedding, sleeping players will use them for warmth. | |
| Corpse-filled pits cause less or no damage. | |
| Adrenaline shot item. | |
| Nerfed Adrenaline rush effect, no more bullettime. | |
| Small vehicles are draggable and pushable. Added shopping carts. | |
| Funnel now directs rain into container in the same square during rain. | |
| Mutation dreams. | |
| Siphon water out of vehicles with water tanks. | |
| Ice labs. | |
| Vehicle collisions based on SCIENCE! | |
| Streamlined selecting same ammo over and over again. | |
| Blacksmithing. | |
| Pickling and other food preservation techniques. | |
| Re-enabled mouth encumbrance. | |
| Caseless ammunition and guns. | |
| New heavy weapons. | |
| More features spawning in houses. | |
| Significantly reduced map save size. | |
| Lots of professions. | |
| Many many items and crafting recipes. | |
| Energy weapon special effects. | |
| Scrollbars in many list menus. | |
| Vehicles can spawn smashed into each other. | |
| ## Bugfixes: | |
| Mouse cursor hiding. | |
| Terminal text display fixes. | |
| Very significant performance improvements. | |
| Removed input delay. | |
| Allow exiting from long-term activities like wait. | |
| All titlebars should use the correct version number. | |
| Remove busywaitin WinGDI build. (caused 100% CPU usage) | |
| No more "nothing" map tiles. | |
| Hand out letters to bionics so more than a few are usable. | |
| Monsters no longer attack themselves. | |
| Fatal hunger/thirst/fatigue detected correctly. | |
| Major monster handling performance improvements to make 50x zombies work. | |
| Nerfed smoke inhalation. | |
| Major performance increase in mapgen to make huge cities generate before the heat death of the universe. | |
| Rain and acid rain doesn't bother you when underwater. | |
| Batched raycasting optimization. | |
| Fixed old inventory letter overlapping bug. | |
| Use shadowcasting algorithm for fast and accurate fov calculation. | |
| Vehicles no longer spawn floating above water. | |
| Loaded ammo, such as nails in a nailgun can be used for crafting. | |
| Light from items more consistent. | |
| ====== | |
| # 0.7.1 (bugfix point release) | |
| Vehicle bed sleepiness fix. | |
| Made coughing from smoke wake you up. | |
| Update version for MSVC project builds. | |
| Remove coverage property from wristwatch to prevent encumbrance. | |
| Suppress pickup from vehicle when doing autopickup. | |
| Fix typo in spawn list. | |
| Don't draw item glyphs on top of furniture glyphs. | |
| Strip out references to a removed ammunition in spawn lists. | |
| Change in how Vehicle Examination window is displayed so it works in 12x12 View Screens | |
| Fix for weapon mods with no ammo types. | |
| ====== | |
| # 0.7 | |
| ## Highlights: | |
| Use ncursesw and gettext for i18n support and expanded character palette. | |
| Configurable Autopickup feature. | |
| Configurable item spawning lists, now with more configurable spawn frequencies. | |
| New advanced bionics. | |
| ## Features: | |
| Use ncursesw and gettext for i18n support and expanded character palette. | |
| Configurable Autopickup feature. | |
| Configurable item spawning lists, now with more configurable spawn frequencies. | |
| Probability Travel Bionic (walk through walls!) | |
| Railgun Bionic (throw metal items at the speed of electricity!) | |
| Flashbang bionic. | |
| Shockwave Generator bionic. | |
| Chain Lightning bionic. | |
| Artificial Night bionic. | |
| Streamlined lumberjacking tasks. | |
| Splints are now craftable and (slowly!) heal broken limbs. | |
| Recover CBMs from butchered player corpses | |
| Small game arrow. | |
| Spoiled (rotten) items will now be removed from the map after twice the time it takes to spoil. | |
| Lit torches set enemies on fire. | |
| Toggled Metabolic Interchange bionic, active power sources. | |
| Changed Optimist to be more thematic and balanced. | |
| Morale effects have more flexible durations. | |
| Extensively reworked fire handling, e.g. campfires should last a more reasonable duration. | |
| Preserve martial art style selection across wielding/unwielding weapons. | |
| Simulate alt+number input for SDL version. | |
| Quicksave command. | |
| Added basic sludge crawler monster | |
| More crafting recipes. | |
| Stash knives in your boots. | |
| Folding bicycle you can stash in a trunk. | |
| New improvised guns. | |
| More survival-ish foods. | |
| Added some more heavy pistols and ammunition. | |
| New Improvised lockpick! | |
| Floatation Vest. | |
| Added wine and a new shirt. | |
| Towels. | |
| Fuzzy time display, and precise time with wristwatch item. | |
| ## Bugfixes: | |
| Multiple gates near one handle work correctly. | |
| Made wild Jabberwocks much more rare. | |
| Fix turrets shuffling around when off map. | |
| Prevent gibbing from low-damage sources. | |
| House generation fixes. | |
| Allow deconstruction of refrigerators. | |
| More consistent road placement. | |
| Make mongroups die properly, even if the queen dies at a distance | |
| Monsters killed by wide attacks drop corpses/loot | |
| Fix solar panel power production on vehicles. | |
| Cleanup tire changing activity. | |
| Fix stunlock caused by counterattacks. | |
| Keep Jabberwocks from spawning in classic mode. | |
| Fix turret drops. | |
| Extensive text handling fixes. | |
| Menu beautification. | |
| Allow saving while in a vehicle. | |
| Fix div0 on bad option setting. | |
| ====== | |
| # 0.6 | |
| ## Highlights: | |
| * Zombies will revive after a time, if not butchered (or otherwise dealt with). | |
| * The Android trait now behaves the way that the description indicates. | |
| * Gasoline can be siphoned from vehicles. Requires a rubber hose for now - these are easier to acquire. | |
| * Sewing requires materials other than thread - rags for cloth, leather patches for leather, kevlar bricks, plastic chunks. | |
| * Leather/Kevlar/plastic/fur repair/reinforcement actually possible! | |
| * Inventory management UI improvements, and a new screen to organize worn items. | |
| * NPCs continue to be less buggy, but are still prone to crashes. | |
| * Weapon firing code reworked a bit. UI improvements, and you should now be able to fire at anything within range. | |
| * Reworked the armor/protection code. | |
| * Reworked the learning system: replaced XP with Focus. See the relevant help text. | |
| * Added a *bunch* of new multi-stage missions, for those who play with the shelter NPC turned on. | |
| * Many new buildings (See full changelog list) | |
| * Vehicle collision physics are now based on *actual* physics! Reduces collision insanity. | |
| * Option to use trigonometric distance instead of roguelike distance. In other words light, line of sight are circular instead of square. | |
| * Zombie density in towns is based on nearby buildings instead of distance from town center. | |
| * Higher-performance (on windows) SDL-based rendering as an optional build type. | |
| * Movement on and around vehicles greatly streamlined. | |
| * Sound indicator lets you know how much noise you're making. | |
| * Turn cost indicator lets you know how long actions take. | |
| * Overkilled monsters now spray gibs around instead of disappearing. | |
| * Mostly remove limits on how many items fit in a tile of ground. | |
| * As usual, many bugfixes. | |
| ## Full list: | |
| Purifier no longer removes traits available at chargen. | |
| Fix some calculations that wanted floating-point math, and were using integer math. | |
| Fix some vehicle collision craziness related to skids. | |
| Added zombie revival. Chance of unbutchered zombie corpses rezzing, once 6 hours have passed. | |
| Advanced inventory UI improvements/fixes. | |
| Dropping count-by-charge items (batteries, meds, etc.) into vehicles will cause restacking. | |
| Android trait always gives a power system bionic. | |
| Fix torso encumbrance display (it's smart about sign use now). | |
| Bitmask-based item flags no longer exist! Instead, we have string-based tags, that have no upper limit. | |
| Tweaked glowstick behavior - can no longer deactivate, and they have a dead state. | |
| Android trait should no longer give the player faulty bionics. | |
| Bolts moved to ammo category, like arrows. | |
| Added bone broth, and recipe. | |
| Adjust how Climate Control bionic works, make vehicles have functioning (magic!) AC. | |
| Added fuel siphoning using rubber hose. | |
| Appearance-improving mutations are now flagged as being good mutations. | |
| Welder charges are actually used during vehicle construction. | |
| Items will no longer become erroneously fitted, and item tags should not spread during map loading. | |
| Weather accounts for starting time properly. | |
| Containers can be unloaded again (they were bugged). | |
| Optimized scentmap updates, hopefully this speeds up certain activities. | |
| Pit-requiring constructions have pit digging as their first two stages, to make it more obvious what the prereqs are. | |
| Some menus (notably, inventory) can be navigated with arrow keys and enter. | |
| Allowing sewing of leather items, make sewing require rags/patches. | |
| Cooking rotten food does not make it magically fresh any more. | |
| Resolves an issue where destroying an item while tailoring would crash the game. | |
| New UI to sort clothing and automatically assign special characters to clothing (accessed via +) | |
| Footwear warmth values tweaked to be more flexible. | |
| Wool warmth is not reduced by rain. | |
| Sofas and armchairs help with sleeping. | |
| Temperature is less of an issue while sleeping. | |
| Warning messages for when the player is cold/hot while sleeping. | |
| Oversized clothing can be worn over anything (blankets, cloaks, etc). | |
| Sound interruptions can be categorically ignored while crafting, reading, etc. | |
| More improvements to the advanced inventory UI. | |
| Shrubs less difficult to smash. | |
| Upgraded versions of Fast Healer still give you bonuses while sleeping. | |
| Soldering iron recipe learnable via disassembly. | |
| Integrated toolset power usage normalized on a few recipes. | |
| Vehicle speed is now taken into account when throwing a character that exits a moving vehicle. | |
| Gasoline lanterns added to the game. | |
| Bifocal glasses added to the game. | |
| Tweak Windows (catacurse) colors. | |
| Correct window border color behavior under Windows. | |
| Add glass jars, make sauces spawn in them instead of in tin cans. | |
| Removed a couple NPC crash bugs. | |
| You can safely exit a vehicle moving less than 1 MPH. | |
| Fix a pair of drawing glitches related to the item pickup window. | |
| Remove the artificial delay when animating vehicle movement. | |
| Out-of-range enemies are still drawn when firing a weapon. | |
| Make it so that anything within range can be targeted with a ranged weapon. | |
| Disassembly recipe for vacuum sealer. | |
| Backspace no longer causes junk to be input during string entry. | |
| The overmap screen now lets you use "<" and ">" to view different z-levels. | |
| Reworked the armor/protection code. | |
| Fridges drop rubber hose instead of pipe when destroyed. | |
| Reworked the learning system: replaced XP with Focus. See the relevant help text. | |
| Autosave should save everything now, rather than a subset. | |
| Fix artifact saving/loading... again. | |
| Added new missions. | |
| Added cathedral to mapgen. | |
| Fixed flamethrowers. | |
| Add 40mm acid bomb shells. | |
| Moving furniture causes noise. | |
| Clothing damage descriptions now depend on the item's material. | |
| Gunmods now show "%" properly in the magazine size line. | |
| Add bicycle seats: low-mass seats that can't take a seatbelt. | |
| Vehicle collision physics are now based on *actual* physics! Reduces collision insanity. | |
| Foraging gives survival experience, even on failure. | |
| Disassembling ammo gives firearms experience. | |
| Ball bearings should hopefully drop now. | |
| Added headlights to a few more default vehicles. | |
| Lab coats can be fitted. | |
| Items in adjacent containers (fridges, lockers, etc.) visible with 'V' screen. | |
| Players can no longer examine sealed crates to see their contents. | |
| Funnels give acid water during acid rain :). | |
| Acid water (after refinement) now an alternate ingredient for acid bombs. | |
| Corrected a few item name typos. | |
| Cleaned up generation of a particular (spiral-y) underground room. | |
| More temperature tweaks. | |
| Being hot makes you MORE thirsty, not less. | |
| Reworked item unloading and reloading a bit to remove bugs. | |
| Flatbed trucks now have rear windows. | |
| Electric cars added as potential vehicle spawns. | |
| Fix some bugs related to known overmap data and leaking the state to other characters. | |
| Effects of current stats are shown on the '@' screen. | |
| Materials obtained from clothing depend on the clothing's damage level. | |
| Fixed some lab mapgen bugs. | |
| Mansions got a little love. | |
| Having too little intelligence for a book is more of a penalty. | |
| Vehicle headlight state is persistent after save-load. | |
| Being hot no longer increases thirst by an unreasonable amount | |
| Minor : temp_conv and dis.intensity are saved, fixing strange on-load inconsistencies | |
| Minor : Diseases that affect speed no longer overwrite each other in the @ menu | |
| Clothing with pockets provides a bonus to hand warmth when not wielding a weapon. | |
| New large building with basement: Prison | |
| Basement level for hazardous waste sarcophagus. | |
| New building with basement: mysterious cabin. | |
| Display recent log messages on player death. | |
| Radiation exposure is now more dangerous | |
| Mutations from radiation can be disabled. | |
| Mutation categories now more dominant. | |
| Added themed mutagens with recipes. | |
| New medical items. | |
| Bundle of plastic bags item for stowing bags. | |
| Rebalance chance of cutting weapons getting stuck, much less likely now. | |
| Smashing corpses prevents them from reviving. | |
| Burning corpses prevents them from reviving. | |
| Stopped players from leaving slime trails or webs while in a vehicle. | |
| Made vitamins have an effect again. | |
| Made multiple gasoline tanks drain properly. | |
| Added tiny pain effect to Acid Drizzle, raincoats now offer a bit of protection to acid rain/drizzle. | |
| Advanced inv: "e" pulls up inventory item menu. Help window displays feedback messages for actions taken. "?" toggles between help and msg viewer. | |
| Eliminate radiation dosage saturation, halving dosage rate to compensate. (radiation is slower, but more implacable) | |
| Fitting screen now shows storage and encumbrance in item columns. | |
| Added leather vest item and crafting recipe. | |
| avoid use of pow() in distance calculation, speeding them up an order of magnitude. | |
| Make blood filter remove all other drug based diseases. | |
| Make blood analysis detect all drugs. | |
| Behold, sharpie markers. | |
| Display actual keymapping instead of default one in most help text. | |
| Stopped bleeding, bites, and poison from applying when stopped by armor. | |
| Safely hop from slow-moving vehicles, get hurt from quick ones. | |
| Multidrop screen now shows a summary of what is about to be dropped. | |
| Sort inventory by item charges, use low-charge items first. | |
| Option to auto-save before sleep. | |
| Lava burns things and can be used for crafting. | |
| Multiple fixes to burst-fire targeting. | |
| Prevent turrets from shooting themselves. | |
| Prevent friendly turrets from trying to shoot through the player. | |
| Brass catcher item to catch your brass for recrafting. | |
| More power armor variants. | |
| Make movement take half the cost of both the beginning and end tiles, instead of just taking the cost of the end tile. | |
| Made shooting interactions more realistic. | |
| Add radiation badge item and associated infrastructure. | |
| Automagically add new keybindings, so long as they don't conflict. | |
| Significantly reduces the number of giant worms. | |
| Adds strawberry bushes. | |
| Advanced inventory: Add [c]ategory sort. | |
| Large number of added archery items: Wide range of bows crossbows, and arrows, and a multitude of crafting recipes. | |
| Stop unnecessarily saving adjacent overmaps every time they are potentially dirtied. (prevents periodic pauses!) | |
| Hard Leg Guards and Metal Leg guards. | |
| Picking berry bushes trains survival (at low levels). | |
| Added skill support into professions. | |
| ====== | |
| # 0.5 | |
| ## Highlights: | |
| * Many new details added to mapgen! New buildings, ruined vehicles on roads, and so on. | |
| * Much more modding-friendly: MANY bits of data have been moved into data files, rather than being hardcoded in the source. | |
| * A handful of recipes can be learned from sources other than just leveling your skills. | |
| * Artifacts should save/load properly now! | |
| * Assorted UI tweaks and improvements. | |
| * Weather radio and directional antenna. | |
| * Rain funnels - first step towards proper rain barrels. | |
| * Robust Genetics and dodging have both been significantly rebalanced, and should actually be useful. | |
| * Zombies wear damaged clothing. | |
| * Tailoring is more important, and string is easier to acquire. | |
| * New content all around! | |
| * Numerous bugfixes. | |
| ## Full list: | |
| Matches usable anywhere lighters could be used previously. | |
| Draw lit areas outside of LOS and normal sight radius the same as unlit areas | |
| Tell the player when their gear is damaged in combat | |
| Display player feat morale boosts | |
| Pickling/canning | |
| Only rust skill if X turns have passed since practice, not every x turns. | |
| Halve rate of skill rust across the board. | |
| Push crafting recipes out to JSON - now moddable without recompiling! | |
| Acid rain causes pain not injury | |
| Changed default viewmorale key to v | |
| Learn crafting recipes from item disassembly or books. | |
| New Hardcore trait | |
| Other new traits: Skilled Liar, Pretty, Beautiful, Very Beautiful, Glorius (cancels truth-teller, ugly mutations) | |
| Set minimum move to 25 | |
| Death by starvation or thirst | |
| New professions: tailor, scoundrel | |
| Adjusted conditions for cutting and stabbing skill practice (should be able to practice piercing now) | |
| Code compiles with no warnings. No user-visible change, but important stability milestone. | |
| Added a craftable power armor power interface CBM, solar panels. | |
| Continuous reading. | |
| New mixed drinks | |
| A new book; "To Serve Man" | |
| Glowsticks, found in sporting goods stores and bedrooms. | |
| Broken and Empty windows can no longer be taped up, alarmed windows can. | |
| Palisade walls changed to require 2 6foot ropes rather than one thirty foot one. | |
| Domestic Windows drop strings now (Those are the kind that can be opened) | |
| String can be made from sinew and plant fiber. | |
| Added blankets, fur blankets (craft only), emergency blankets, sleeping bags, fur sleeping bags (craft only). | |
| Added house coat, snuggie, cloak, fur cloak (craft only), leather cloak (craft only). | |
| Added fur scarf, fur gloves, fur trenchcoat, fur pants, fur boots (all craft only). | |
| All tailoring items that use fur require survival as secondary skill. | |
| Added crafting recipes for bandana, blanket, house coat, cloak. | |
| Weather radio | |
| Radios are tuneable, so you can receive from more than one station without moving. | |
| New item that doubles battery capacity of tools, recipe learn from certain electronics books. | |
| Bugfix: reduced chance of "Tried to kill monster" debug spam. | |
| Bugfix: reduced chance of "Stopping out-of-map vehicle" spam. | |
| Bugfix: can unload liquids into items wielded in hands (e.g., steel jerrycans). | |
| Bionics screen shows current and maximum power. | |
| Escape key usable to exit out of more menus. | |
| Multidrop screen continually updates to show new potential weight/volume. | |
| Bugfix: longbow should not end up loaded while in inventory, and can be fired if it does. | |
| Backpacks, messenger bags, etc. can be repaired via sewing kits. | |
| Add fire drill as a survivalcraft firestarter (trickier and slower than lighter/matches). | |
| Furry mutation provides warmth, Bark mutation protects from fire. | |
| Removed/reduced a lot of spam messages related to being hot or cold. | |
| Sleeping should be easier in the cold (decreased chances of waking up). | |
| Being too hot can now wake you up. | |
| Increased the amount fo heat generated by the player while awake. | |
| Tweaked hunger and fatigue's contribution to body temperature. | |
| More traits and mutations have body temperature effects. | |
| Fix artifact saving and loading. | |
| Multiple building additions in town and in the countryside. | |
| Support for 2x2 and 3x3 buildings. | |
| Temporary fix to decrease the number of large structures with roads running through them. | |
| Items can only be set on fire if it would affect them (no more burning sheets infinitely). | |
| Looking around at items (with "V") has a few improvements. | |
| Soldering irons give heating elements when disassembled, tweak numbers for hotplates and water purifiers. | |
| Advanced inventory management screen, default keymap "/". Lets you interact with adjacent tiles. | |
| Roadmap is made of paper. | |
| Removed RV kitchen units from some spawn locations. | |
| Backend: made it much easier to define pre-built locations. Responsible for a lot of the new building types. | |
| Increased the quench value of clean water. | |
| Early-game survivalist stabbing weapon is now pointy stick. Wood spear is higher level. | |
| You can now read using torches and other items. | |
| Addictions can be configured explicitly in the professions file. | |
| Tweak crossbow trap drops. | |
| Made several UI screens smarter (resize to fit screen, esc can exit, etc.). | |
| Show nearby map notes on the minimap. | |
| Some item types can be defined from data files now! So far: misc/melee, armor, guns, ammo, tools, gun mods, books | |
| Glasses can be worn with power armor. | |
| Added several new constructions. | |
| Power use of integrated toolset has been rebalanced. | |
| Armor CBMs have had drawbacks removed. | |
| Rain coats can be made from plastic bags. | |
| Fursuits. | |
| Work to make NPCs less buggy. | |
| Nuclear missile fixes. | |
| Tweaked steel recycler behavior. | |
| Autosaves take into account the passage of real-world time. | |
| Placeable funnel that collects some water while raining. | |
| Characters with the Android trait no longer get unimplemented bionics. | |
| Added several new options. | |
| NPC spawning is toggled with the in-game options menu rather than a text file hack. | |
| Added more wildlife (coyotes, cats, etc.). | |
| Robust Genetics trait heavily buffed. | |
| Change how overmap tile data is saved, to allow for more terrain types and buildings. | |
| Add high-capacity power storage CBM. | |
| Add some new magazines and entertainment books. | |
| Blisters no longer lower max HP (at least until the system is more fleshed out). | |
| Cannibal trait has been rebalanced, as well as morale effects of eating human flesh. | |
| Added cookbook for Italian recipes. | |
| Sewing now requires an adequate source of light. | |
| New health display for non-Self Aware characters, accurate to 1/10th max HP rather than 1/4th. | |
| Targeting window (when throwing/firing weapons) has been reorganized. | |
| Directional antennas! | |
| Gas pumps have been rebalanced (less fragile when filling vehicles, more fragile when filling containers). | |
| Added sling, slingshot, and associated ammunition. | |
| Gas stations can spawn next to highways. | |
| Large creatures are more likely to leave a corpse when taking high damage. | |
| Add flavor items with variable descriptions to the game (fliers and such). | |
| Some guns have range modifiers independent of their ammo. Buffed coilgun range. | |
| Add limb torsion ratchet bionic, generates power when moving. | |
| Desks don't spawn outside any more. | |
| The option to delete your world on character death actually works now! | |
| Tweaked projectile/glass interaction, stopped leaping monsters from phasing through windows. | |
| Debug menu changes. | |
| Made it possible to build indoor furniture in more situations. | |
| Updated readme, added contributing guidelines. | |
| Stopped small animals from suiciding, in many cases (e.g., broken windows and landmines). | |
| Add a few hats. No, not TF2-style. | |
| Artifacts will successfully save and load now! | |
| Adjusted monster spawning mechanics to reduce the chance of swarms of difficult zombies. | |
| Stop roads from going through buildings so often. | |
| Pits less awkward to board over (can use nearby items). | |
| Tweak glass bottle weight/volume. | |
| Allow for reading/sewing in the dark through mutations/CBM's with a speed penalty. | |
| Rewrote dodge abilities to have a noticeable impact. | |
| Mansion pools are considered indoors now. | |
| Tires can be changed with a wrench and a jack. | |
| Add game logic to handle recipes that take the same item as a component and a tool, and add UI to alert the player. | |
| Improve rendering in the main Windows port - animations should display better. | |
| Cave-ins cause damaging rubble to fall. | |
| Improve fuel gauge display in the vehicle examination window. | |
| Overmap notes blink again. | |
| Space and tab should be available for keymaps. | |
| Hitting the "pause"/"skip turn" button will let you cancel reading, crafting, and other long-term actions. | |
| Special road spawns should not happen on bridges. | |
| Ruined vehicles spawn on roads. | |
| Zombies wear damaged clothing. | |
| Nighttime lights are visible from reasonable distances now. | |
| ====== | |
| # 0.4 | |
| Make the battery system bionic only consume as many batteries as necessary to fully power yourself | |
| Knives can also cauterize wounds now. Requires a lighter. | |
| Soldering irons (and hotplates, why not) can be used to cauterize wounds, causing pain and removing any bleeding or uninfected bite effects. | |
| Fixed crash bug in Windows when attacks hit something off-screen? | |
| Fixed precipitation animation with shifted viewport. | |
| Can now disassemble items from the examination screen. | |
| Added colored hinting to the item examination sidebar listing possible actions. e.g., "W" (for "wear") is grayed out if the item isn't wearable. | |
| Added ability to craft a recipe continuously (until out of materials, etc.). | |
| Reduce (maybe fully fix) wolf self-attacks. | |
| Power armor. | |
| More fitted gear, and a few more pieces made craftable. | |
| Vehicle-mountable water tanks and kitchen units, implied storage-battery-charging generators. | |
| Map tiles can now contain up to 64 items. | |
| Beer has been made weaker, and now appears in kegs in liquor stores and bars. | |
| Steel jerrycans. | |
| Any gun can now be used one-handed if you are strong enough. | |
| Hardcoded frostbite not to occur above freezing temperatures. | |
| Improved fire's ability to warm the player. Also, standing on fire and being on fire warm up the player. | |
| Fixed body temperature equalization. | |
| Sunny and clear weather no longer warm the player underground. | |
| Standing in water or sewage will increase the rate of heat loss (but not make the player colder) | |
| The head and torso now lose heat faster than other body parts. | |
| Body temperature drops as you lose HP. | |
| Encumbrance menu's listing of warmth has been made more colorful. | |
| Mouth (face) now has appropriate cold and hot diseases. | |
| The ability to cauterize wounds to heal bites and stop bleeding. (a)ctivate a knife, requires a lighter. | |
| The ability to craft an item as many times as is possible. Defaults to the + key. (Linux and Mac users will need to assign a key) | |
| Added M72-LAW. Makes a large explosion and penetrates armor well. One shot only. | |
| Clothing can be made fitted by (a)pplying a sewing kit. | |
| Some foods can be heated, hot food grants a larger morale bonus than cold food. | |
| Ammunition explodes rather than burning. | |
| Lightstrips, function as weak light providers. Craftable. | |
| Bandages and First Aid kits no longer show uninjured bodyparts in the menu. | |
| Some basic professions, more to be added later. | |
| ====== | |
| # 0.3 | |
| Many menus stretch with an enlarged viewport. | |
| An action to repeat the last craft has been added, default keybinding of - | |
| When crafting liquid items, the game asks you for a container first, then asks if you want to dump the item. | |
| A large amount of survival craft has been added, allowing you to make most of the basic tools and necessities. Along with several new weapons, some storage items and a liquid container. | |
| Smoker Zombies, belch clouds of smoke at players, slowing them and blocking LOS. | |
| Robots now pull from separate drop lists when killed. | |
| Alcohol cost for Torches and Bandages has been increased to 7, or one third of a bottle. | |
| Alcohol cost for molotovs has been reduced to 14, gasoline cost increased to 400. | |
| Chitinous boots and gauntlets added. | |
| Picklock kits break when damaged 5 times. | |
| Zombie spawn ratios have been rebalanced for static spawning. | |
| Pocketknives are usable for all logical recipes. | |
| Child zombies have had a small pool of item drops added. | |
| HP Ignorant is now the player default, Self Aware can be purchased to display exact HP. | |
| Lawnmower blades have been replaced with generic blades, most bladed items are made using blades instead of machetes/swords now. | |
| Nail bat, nail board and makeshift halberd now all have weak block. | |
| Wild veggies function as plant marrow for most recipes. | |
| Meat soup added, more cooking to come. | |
| The player now spawns with a pocket knife and lighter. | |
| Sledge hammer is usable to board windows and doors up. | |
| Heartless trait has been removed, replaced with the Cannibal trait, which allows you to eat human meat with no morale penalty. | |
| Braziers are now craftable. They contain fire and can be set up indoors. | |
| Bulletin Boards can be built to set an area as your home base. NPCs can | |
| be told to wait there and will defend the area. | |
| Bear traps have been increased in weight and volume. | |
| Carboys have been renamed to Gallon jugs. | |
| You can now create a character without allocating all skill points. | |
| Winter Boots and Raincoats now correctly display the reinforced tag. | |
| Kills can now be accessed from in-game. Default key is ). | |
| 'Phew it's hot warm' message has been fixed. | |
| The game now accepts wielded items when checking for containers. | |
| Sunny and Clear weather now provide warmth. | |
| Internal Climate Control bionic consumes power to cool or warm you. | |
| Crash bug caused by the screen being larger than the loaded overmap has | |
| been fixed. | |
| Crash bug when going down stairs near cities has been fixed. | |
| Hunger now affects body temperature. | |
| Added new crafting recipes: shorts, cargo shorts, balaclava, long underwear, | |
| glove liners, socks. | |
| Added a digging stick. Can be used to dig shallow pits, and level construction enough to enable crafting of stone shovels. | |
| Got angry at other developers for not updating changelog. | |
| ====== | |
| # 0.2 | |
| Reworked spawning option which places zombies at world generation | |
| rather than generating them dynamically in play. | |
| Implementation of a context menu when examining inventory items. | |
| Machine added to hospitals to regrow limbs. | |
| ====== | |
| # 0.1 | |
| Palisade Walls and Gates - Pretty tough to bash down, and can be fired through | |
| Log Walls - Basically the same as wood walls, different construction methods. | |
| The ability to disassemble tshirts and tank tops by hand. - Handy for bleeding. | |
| Revolver Shotgun - NotTe much to say on this. |