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changelog.txt
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changelog.txt
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# Alie 2024.2
This is the initial release for Cataclysm 2040. This development was forked immediately after Cataclysm:DDA 0.G.
Features:
(#13) Lock Vehicle Doors (DDA61087)
Content:
(#11) Restore CBMs from Zombie Corpses
(#17) Remove AFS Formless Ruins
Interface:
0d6070e Made ChibiUltica the default tileset
Mods:
(#3) Fixed & un-deprecated No Fungi mod
(#4) Add Whaley Hair and Tattoo
(#5) Backport Sky Islands
(#9) Add Useful Helicopters and make piloting/A&P mechanic free
(#10) Set Default Mods
Balance:
(#2) Remove Proficiencies
(#7) Disable Portal Storms
(#8) Remove Welding Rods
(#14) Turn Skill Rust off by default
Build:
(#1) Apple Silicon support
(#15) Define Release Model
---
# Cataclysm: Dark Days Ahead below this line
---
# 0.G (Gaiman)
## Highlights
Effect on condition brings a scripting pseudo language to Cataclysm. Some of its key uses in 0.G have been the introduction of portal storms, NPC faction development over time and random encounters in already explored maps.
The introduction of hobbies has added a new tab to character creation that allows the player to select one or more hobbies/backgrounds that flesh out what your character was doing prior to the Cataclysm in skills and traits.
JSONized sidebar allows almost total control of what your sidebar looks like and what information it displays is up to you!
The skill system has been greatly expanded with many new proficiencies and many new ways to learn them, as well as the groundwork for practice-based skill improvement, including a skill rust system that doesn't suck because it caps effective skill lost and regenerates faster than regular skill gain.
Passively boil water by putting dirty water into a fireproof container then placing the container on top of a fire. Walk away and after an amount of time dependent on the amount of water to boil it will all be clean water!
Monster weakpoints! Many monsters now have weakpoints that the player can hit to apply various effects and extra damage to the monster. As the player dissects more corpses of monsters they can learn weakpoint proficiencies that increase the player's odds of hitting weakpoints.
Characters now have cardio which will respond to your playstyle. Go for a run every day and perform hard labor and your stamina will slowly go further and further. Spend three months reading and performing low intensity crafts and your cardio will suffer.
A half dozen new in repo mods: Innawoods for the survival from scratch you crave. Backrooms which takes place in the neverending backrooms dimension, Massachusetts mod for people who desire geographic accuracy, Xedra Evolved a science fantasy mod with weird magic and vampirism, Tropicataclysm for your Cataclysm at a warmer latitude and the Megafauna mod which targets an ancient epoch with creatures that outsize our modern equivalents, similar to Dinomod.
Take over a friendly NPC upon your death, if you've managed to recruit any NPCs to your faction you are given an option to take over one of them in the event of your character's death.
Appliances and building based powergrids, allow you to set up various tools or even usable arcade machines in your home base.
Two new Iso tilesets have been added to the game.
Simple monster aggression differentation. Some monsters now know if another monster made them angry instead of the PC. If they get angry at other monsters they may not get angry at the PC.
Vehicles now have solid walls even when angled which prevents monsters and fields from entering an angled vehicle.
Dozens of updates and content additions to Dinomod, Aftershock and Magiclysm.
Map memory is now unlimited, you will no longer forget places you have been before.
There has been a distinct push to make many options and possibilities clearer to the player without having to search for them, UI that makes suggestions as to why the player might want to perform an action.
Electrical fields can now produce EMP that will destroy unprotected electronics
Perspiration now exists so that your PC can wear heavy armor during summer without overheating, instead they'll sweat heavily and experience thirst faster.
## Statistics
7889 files changed, 11643312 insertions(+), 5022361 deletions(-)
13,201 commits
~218 new contributors
New game entities (core): 10293
Items: 2396
502 misc items, 45 books, 941 articles of clothing, 117 guns and gun related items,
364 comestibles, 308 tools, 119 ammunition types
Mapgen: 810
458 overmap terrains, 176 palettes, 17 start locations, 37 city buildings, 14 map extras,
105 overmap specials, 3 overmap locations
Crafting: 1019
120 construction groups, 109 requirements, 69 proficiencies, 306 constructions,
42 recipe groups, 2 recipe categories, 57 practice recipes, 2 construction category,
312 nested categories
Achievements: 12
5 achievements, 4 event statistics, 3 event transformations
Item Traits: 1409
1267 item groups, 44 materials, 25 ammunition types, 5 ammo effects, 12 tool qualities,
29 vitamins, 25 item actions, 2 fault
Player Traits: 474
122 professions, 91 effect types, 117 mutations, 25 activity types, 2 behaviors,
1 movement mode, 5 morale types, 2 disease types, 46 mutation types,
8 trait groups, 55 sub body parts
NPCs and NPC interactions: 1443
1153 talk topics, 142 missions, 14 scenarios, 78 npcs, 52 npc classes, 4 factions
Map Traits: 321
202 terrains, 3 weather types, 95 furnitures, 1 gate, 7 field types, 13 terrain transformations
Monsters: 461
300 monster types, 158 harvest entries, 3 species
Vehicles: 138
99 vehicle parts, 31 vehicles, 8 vehicle groups
Magic: 117
99 spells, 4 enchantments, 12 emit definitions, 2 relic definitions
UI and Sidebar: 861
836 sidebar widgets, 15 body graphs, 8 mood faces, 1 ascii art, 1 speed description
Misc: 377
124 json flags, 29 weakpoint sets, 14 loot zones, 210 effect on conditions, 3 option sliders
New game entities (mods): 5396
New mods: 18
Items: 885
220 misc items, 62 books, 222 comestibles, 114 tools, 170 articles of clothing,
51 guns and gun-related items, 27 ammunition types, 19 compact bionic modules
Player traits: 440
133 mutations, 33 trait groups, 76 professions, 3 techniques, 63 scenarios, 90 effect types,
1 martial art, 20 bionics, 11 start locations, 3 mutation categories, 5 proficiencies, 2 skills
Mapgen: 955
608 item groups, 89 overmap terrains, 64 palettes, 98 overmap specials,
8 city buildings, 88 map extras
Monsters: 1184
1067 monster types, 93 harvest entries, 9 species, 15 monster attacks
NPCs and NPC interactions: 310
250 talk topics, 19 npc classes, 27 mission definitions, 13 npcs, 1 faction
Map traits: 217
99 terrains, 94 furnitures, 5 terrain transformations, 9 field types, 2 traps, 8 emit definitions
Vehicles: 61
33 vehicle parts, 7 vehicle groups, 21 vehicles
Magic: 320
290 spells, 30 enchantments
Crafting: 74
50 requirements, 2 tool qualities, 21 constructions, 1 recipe category
Item Traits: 35
20 materials, 12 ammunition types, 3 ammo effects
Achievements: 59
43 achievements, 8 event statistics, 8 event transformations
## Features:
Safe mode improvements
Enchantments can now alter skills
Eternal Weather options
Electrical fields can produce EMP and fry unprotected electronics
Vitamins system and diseases related to the over or under consumption. Not just for normal vitamins like Calcium or Vit C.
Integrated armors for armors that are part of you.
Ability to use different tileset for different level of Zoom.
CBM fueling improvements: CBMs have an actual tank accessible through the inventory menu. No more eating fuel.
Monster death effects now use spells
Improved NPC attack logic including the ability to cast spells
Add monster bleed resistance
Recipes can be tracked as new
Deep water can now destroy electronics
A ton of prework for limbification
Autodrive version 2
Hunted scenario adds a nemesis zombie chasing the PC
Practice recipes
Player can nickname monsters
All items can have cosmetic variants now
Tons of work on zones, such as personal zones, dissasembly zones and automop zones
Allow non-debug change of gender, hair, facial hair, eye and skin color
Books can now be copied into a variety of condensing items: ebooks, book binders etc
PC can track their adventure in their diary
Zombies no longer revive naked
Calories tracking for QOL
Allow green night-vision overlay to be turned off
Quality of life improvement: add capacity essential data next to the worn containers within the inventory interface, add universal formatter to easily format common units `unit_to_string`
You can disable specific pockets on items and disable unloading specific pockets
Eternal Night & Eternal Day options
Enable grab movement of vehicles and furniture across ramps to a different z-level
Grabs can cause you to suffocate, Portal Storm Effect to use this
Allow reloading guns with mixed ammo
Allow players to uncover electric wires in the walls to connect appliances
Snippets you've read have a LORE tab you can look them over
Allow Web Diver to rappel, add infrastructure for wall crawling
Give a chance of another try if game is unable to find a valid starting location.
Perspiration
Reworks mutagen to take time and use fully customizable EOCs.
Mutations now cause genetic damage
Limiting rigid armor, testing for it and raw skin
Aiming Down Sight Causes Sight To Focus
Tons of additional mouse and menu scrolling options
Move items along when riding the elevator
You can now peek down a ledge to check if it's safe before climbing down
Metaprogression through achievements
Allow mounting any reasonable gun on turret mount
EMP blast renders all electronic items in the radius of the blast non-functional
Extended byproduct groups functionality
Add bodygraph displaying wetness status
## Content:
Half a dozen new basecamp locations
Dozens of new NPCs including several new NPC factions
Additional modular lab rooms and finales
Add ability to cause some foods to incur nausea
Archery Proficiencies and proficiency bonus infrastructure
Mines JSONified
Add book binder to copy recipes
Add eBook Reader
Aquariums
Terrain feathering works to improve the edges of terrain such as forests to make them appear more realistic and natural
Vandalized Library Variants
Add Vehicles: Full-size, Mini, Cargo, and Camper Vans
Many new monsters, weapons and recipes
New mutation traits
Tutorial jsonify and rework
coins and banknotes overhauled
Expanded bronze recipes
Three new mutation categories: Rabbit, Frog, and Snail
Add wind turbine map special
Exodii trader and more ways to find the Exodii base
Portal storms, portal storm monsters, portal storm dungeon
The refugee center merchant has been remade into a new NPC named Smokes.
Appliances for all kinds of furniture including lamps, washing machines, arcade machines, tool machines.
Propane gas and tanks
Isolated Artisans Faction
Add new Bōjutsu Martial Art
Blacksmithing rework
New easter eggs, no I won't list them
Civilian Bugout Bags Filled With What You Expect
Hub01 expansion
Tacoma Ranch rework and Expansion
New starting missions for many professions both new and old
Aircraft Carrier and Nuclear Power Plant Globally unique locations
JSONized snippets for addictions and dreams
Catalytic Cracking for Kerosene production
And unfathomable amount of location updates
Nursing home and associated scenario, monsters and profession
Improved radio scanning
Sheet metal armor
Pride flags
Skulls
A plethora of mutable locations including farms and river caves
Meat Cocoons and Zombie Amalgations
Even more monsters, items, foods, locations, and recipes
Bird nests can be found on roofs
## Interface:
Hide tiles overmap behind an option
Support separate graphical tiles for sounds heard above/below visible Z level
Jsonize and display CBM trigger costs
Show which mods items, monsters, and furniture are from
Allow changing shape of vehicle parts without reinstalling
Move refueling CBM to its own menu
Show monster count in sidebar compass
Separate zoom level for overmap
Added recipe activity level to crafting screen
Display gun loudness
Display calorie value of ingredients while crafting food
Parkour is now a proficiency
Stay in container during 'E'at from container
Add option to toggle display of trait/mutation on player sprite
Add option to toggle display of piece of armor on player sprite
Color relics in inventory in pink
Add a new, 4th diagonal movement with modifier keys + arrow keys option: Diagonal Lock
Unload container in tile keybind
Modify crafting UI to show details of byproducts and jar contents
An incredible amount of UI work and improvements of menus and tabs
Independent safe mode rules for walking & driving
New Tileset: First release of HollowMoon by secretstamos
Allow (z)ooming while (V)iewing items/monsters
In inventory screens, colorize an item's remaining charges based on how full it is.
Different layers on different body parts now visible in item UI
Allow wielding and wearing items from the pickup menu
Enhance safe mode messages with color and information about monster count/direction
Bind HOME and END keys by default and implement them for most menus
In butchery menu, make it clear when an item will be disassembled
Containers holding a stack of a single item will display its quantity
Added option to clear pocket settings
The item display now show minimum encumbrance as well as maximum
Add global auto-note settings
Change gender with @ on all char creation tabs
Show background traits on TRAITS window in character creation menu
Remove NEW! recipe flag on current item when moving up or down
Adds Medical Menu
Allowing converting terrain/furniture to appliances through interaction
add trait to hamper player's ability to judge creature's vision and intentions
Interrupt crafting when starving/parched
Allow customization of text input UI hotkeys using either ? or F1
Show properly-fitted clothing in the crafting screen
Progress update while heating food
Hides the old sidebars and replaces them with fancy json sidebars
Jsonified "Unexplored" OMT
Support fuzzy search with accented latin letters
Many new color themes
Possibility to turn distractions on and off
Show compatible guns in magazine descriptions
Show proficiencies trained by dissecting
Mark overmap location if player drops favorited item
Ursine has its own faces now (no horizontal)
[ASCIITileset] Change Unknow terrain to use the unseen sprite
Sidebar vehicle stats are now hidden until relevant
Makes all appearance mutations visible in menus
## Documentation:
monster HP scaling section in GAME_BALANCE
Documentation on loudness
npctrade: merchant tweaks and documentation
document monster difficulty scaling
Artifact resonance documentation
Update documentation for recipes
Ammo effects documentation update
Expanded NPC conditions; spell levels, loaded mods & proficiencies
Document emitters
Document fields
Redoes Ammo stats in Game_Balance
## Mods:
Use size flags for size changing mutations.
Dinomod now has a rideable zombie T-Rex for all you Dresden fans
New Dinomod evolutions
Aftershock has some new robots and a new swarming monster AI behavior that can be used in all mods/mainline
Magiclysm may have completed the attunement system or is significantly closer to completion
Aftershock has new fauna monsters
More atmospheric lore and details for Aftershock
Dinomod has expanded it's dialogue options with mainline NPCs
The DinoLab
The Forge of Wonders now has three shops and stronger defenses on the vault
The No Hope mod is available to greatly reduce the average player lifespan
Dinomod specific achievements as well as Aftershock specific achievements
Aftershock: Translocators for semi-convenient long range teleporting.
Burned Zombie Dinos
New gizmos and gadgets in Aftershock
Aftershock: Stratoscomm Relay Station
[Magiclysm] Adds new zombie animals
Add mythos monsters to Mythos mod
Dinomod Apex predators don't appear randomly day one
Adds TropiCataclysm to the repository
craftable holiday sweaters for dinos
Hylian Adventurer Profession for Mythical Martial Arts
Many south american animals added to Tropicataclysm
Adds an innawood mod for wilderness survival.
Aftershock Exoplanet: Glacial tunnels, a new low-risk area and the fauna that inhabits them
TropiCataclysm Adds Termites and new content for Triffids
Adds cast-bronze tools to Innawoods mod.
[Innawood] Chemistry, electricity, and more!
41 new dinosaurs added to Dinomod
A mod to add subtitles to Rubik's dialogue in English.
Tameable Wildlife MOD
Dark Days of the Dead: Headshot requirements and deadly zombie bites are in!
Dinomod NPC Missions
New Mod Xedra Evolved with new magic classes, monsters, professions and CBMs plus Cyborg professions
Desert region revival
Add Megafauna Mod
[DinoMod] tyrannosaurus bio-operator
[DinoMod] Nanuqsaurus and burned rebuild
Aftershock: Add functional jet packs
Xedra Evolved: New NPCs to meet and rescue
[DinoMod] player mutations change monster faction behavior
[DinoMod] stegoceras
Magiclysm Adding new magic plants
[DinoMod] compsognathus, eoraptor, amargasaurus bio-operators
Magiclysm Quest & Lore patch to item distribution
[DinoMod] mi-go scout tower dino variant
The Backrooms mod
Vampire Virus in Xedra Evolved
Crazy Cataclysm: Adds Powerthirst and Rocket Cans
Xedra Evolved magic classes Eaters, Dreamers, Inventors and Dreamsmiths
[Magiclysm] Make Summoning Great Again!
Implementing more proper alchemy and some another stuff
Aftershock Space items and smartguns
Aftershock New CBM and class
Aftershock: New Monofilament Whip CBM
My Sweet Cataclysm: Butchering candy monsters gives candy flesh
Add standard combat test mod
Nested Crafting Categories
Add cosmetic variants for mutations
## Balance:
Mutation System Overhaul
Made windmills able to grind up dried rice, cooked acorn meal, and roasted cattail rhizome into flour
Shocker zombies cannot be harvested for bionics in vanilla
Reduce crafting proficiency penalties based on partial proficiency level
Updated brewing recipes and fermentation times to be more realistic
Add stamina cost to archery
Change Cut Cotton to Patchwork, add Patchwork to Rags
Stop regenerating creatures from doing so while on fire
Adds weak points to the armour of most zombies
Adjusted lockpick crafting
You can now pry open metal doors with a halligan bar.
Adjusted how the hoarder morale penalty is calculated with a focus on small pockets and holsters
Weapon Categories now exist so martial arts can pull by weapon category instead of weapon id
Massive Martial Arts rebalance
Massive zombie spawn audits
Striking techniques and martial arts buffs affect all types of physical damage
Monster speed and attack speed audits
Many weapons and armor rebalanced
Stop letting players climb up via downspouts or ropes when all their arms are broken
Turret spawns nerfed heavily
Reduces wetness penalties (and bonuses), as wetness was previously one of the strongest factors affecting morale.
Cars now more likely to contain tire changing equipment
Tailoring Audit and rework
Sublimb rework of armor
Daily health vs lifestyle system
Artifacts apply passives in inventory instead of when wielded
Climate Control CBM (and equivalent effects) now works more consistently, doesn't completely shut down in extreme temperatures, and can stack
minimum of two zombies to receive suffocation
Banks deploy cop bots instead of TALON killbots when agitated
gas masks no longer make you immune to getting sick
Replace most ASRGs with conventional fuel-powered generators
Adds assorted costumes to the objective of the Cosplay mission.
Use find_clear_path always for projectile trajectories, not just when it hits.
Makes using a spear on enemies through fences/bars normally at low levels instead of defaulting to bashing on bars/fence instead.
Add additional sources of patchwork cotton sheets from deconstruction
Mole Crickets and Molerats can now give tetanus with bites
## Bugfixes:
1404 Named bugfixes (a multiple of this number unnamed) including over 60+ fixes of crash to desktop bugs (I lost count)
Monsters will now drop their special items (such as saddle, bags, armor etc) on death
Prevent monsters from upgrading into blacklisted forms
Made flying monsters immune to several ground-based field types. Flying monsters no longer get stuck to the ground by bubblegum.
Corpses can't be used as bag of holding anymore
Bloodless monsters do no bleed #62113
Inadvertent levitation powers removed from survivors
Zombie animals don't fear fire
Threshold breaching should start when strength 3 dreams start and not after
NPCs getting stuck trying to path in through a closed window.
Make magiclysm auras compatible with power armor
Fix NPCs spawning without weapons
CVD can be used on new steel types
Character aggro fixes
Only fill items as much as parent containers allow
Fix Uncanny Dodge description, this error was ancient
Filename-independent widget load order (fixes #59202)
Don't auto-note generated map extra if player hasn't already seen the OMT map extra was placed on
Makes cows able to become aggressive
Only the last killed amigara drops an artifact
Improve item filter help of zone manager and surrounding items menu
Make radioactive items radiate
Carry over relative rot during item transformation and fix transformed comestible not rotting over time
Players can no longer be dragged while in a vehicle with a seatbelt; dragged players will not be run over by their own vehicles while still inside of them
Monsters retain original loot when changing type
Firstaid QOL improvements
Player can finally enjoy fire even with eyes closed
Z level transparency flag for better skylights
Componentless practice crafts no longer leave in-progress items
Fix mechs missing their guns
Stop NPCs from throwing their guns
Fixes for blind interaction with NPCs
When tired, cancel current activity if `Maybe later` is chosen; finish current activity if `Finish it` is chosen
Peeking now uses stairfinding
Grudges beyond death have been lifted. Don't make NPC angry if he's already dead
Fixes to UI and combined limb values
Fix auto-mopping in the dark. PC can no longer automop what they can't see
Try spawning mission destinations if you can't find them
If floor has collapsed, trigger a ledge trap on former floor tile to make creature fall down.
Personal zones now work consistently and are simpler in implementation
Make active fire modes from attached gunmods appear in the sidebar.
Fix activities not getting interrupted by dangerously close enemies
Increases radio mod range, makes bombs detonate immediately, and adds more battery options to recipe
Fixed character starting as overweight
Improve pocket selection
Fixed and improved guilt system
Eliminate Self-Aware trait and replace it with sidebar widgets
Takes the real guns away from angry imaginary NPCs
Being blinded blinds you
Stabilize monster emotions
copy-from works with bodyparts
Ensure monster faction relationship reciprocity
Fixes NPCs getting stuck next to dangerous fields
Fix vehicles infinitely falling
Capping shakes duration to prevent month-long shakes after withdrawal is gone
Butchering use best tool in radius
NPCs are more likely to eat items from their inventory, rather than complain about being hungry
Vehicle most-repairable-part interactions will no longer show parts the character is insufficiently skilled to repair
Fix main UI resizing when exiting from overmap with the same zoom level
Fix some of the NPC attack logic
Prevent dodge and block while driving
Remove additional spawns from Wander Hordes
Monster special attack messages more consistent and clear
Fix overmap ui cursor handling
Fix an item duplication bug when trading stackable items, e.g aspirin
Fix friendly hallu NPC were able to trade
Fix recipes with multiple proficiencies granting less proficiency XP if some are already known.
Standardizes time_factor and fail_factor for proficiency books
Ransack vending machines only in public places.
Mapgen road connections improved in the absence of overmap cities
Fixed open wooden split rail gate of being non-transparent and unbreakable
Faction camp crafting creates byproducts as appropriate
Fixed eating containers with items inside
Construction of roofs actually makes tile above the construction a roof
Fix building ramps and stairs
Replaced all ATTACKMON entire with PUSH_MON
Workaround language from being unsettable in options menu
Disallow placing stepladder if a vehicle in tile
Don't trigger any effect when setting and unsetting cosmetic traits
Drill press is now able to drill
Attempted theft has consequences
shorter bio-operator attack effect durations
Napkins and Cardboard are no longer comestible
Prevent huge mutants from thinking spots in cars are comfortable to sleep in when they aren't
Using worn unarmed weapons raises unarmed skill
Remove workbench construction vs crafting exploit
Add `FISH_TRAP` tool quality so that NPCs can use either kind of fish trap
Make open red & green glass doors look like open glass doors
Fix bodystatus window wetness display
fix for speed bonus from Speedydex applying twice
Monsters add weight to vehicle when on boardable parts
Flammable arrows bugfixes
Make vehicle::coeff_air_drag() work as intended, in aspect of vehicle length and low-air-drag vehicle tail parts.
Fix SPEEDLOADER Flag
Include spell name in default msg for relic spells
Make AUTO_PICKUP_SAFEMODE also consider ignored mobs
Remove athletics training for waiting in water
Reset daily health at the end of each day
Fixed some xl/xs armor recipes to make tool requirements consistent across all sizes
Integrated armors no longer cause encumbrance from some mutations
## Performance:
Improve lighting performance
Speed up rendering during autodrive
Avoid calculating weight & volume of containers when not needed
A few microoptimizations
Worked around for translating undisplayed debug messages causing major slowdown
Optimize TranslationManager performance and memory usage
Share tileset instances between map and overmap
Call `game::update_overmap_seen` only when it actually needs updating
Loading of gzipped world/maps/x.y.z/x.y.z.map and data/json files
Optimize shot_features and shot_features_with_choke test
Optimize item spawn list creation
Optimize null stream in DebugLog
Optimize overmap special placement with zero-copy transformation
Increase performance of item processing of contained items
Improve reveal wire handling and performance
Optimize map rendering
Speed up crafting menu tab loading
Improve appliance grid performance with many connections
Performance Improvement for item::can_contain
Binary json input for various performance wins
Misc vehicle/appliance performance improvements
Fix Repair menu shows slow
Code optimizations reported by static code analysis
Make `Character::best_item_with_quality` examine items non-recursively
## Infrastructure:
Provide documentation and support for llama builds
Allow events to modify vitamins, kill entities
Allow using relative and proportional with generic_factory
Automated tileset coverage report
New mapgen feature: maps can now select a terrain from a distribution and use that throughout the map
Jsonize Shearing of Monsters
Jsonize terrain and furniture lockpicking result
Add function to assign mission directly via dialog
Adds definitions for cooking proficiencies in JSON
Creates DDotDDD, the dark days of the dead design document and add some basic region settings to the mod
Add looks_like support for overmap terrain
tileset inclusion criteria and maintenance
Add dialog conditions/effects for morale and focus.
Create talker item, add consumption_eocs
Extend mapgen parameters to overmap special scope and palettes
Jsonize terrain and furniture bolt cutting result
Move safe cracking to an activity_actor
Create talker monster, add ability for spells to use dialog effects/conditions
Add supporting infrastructure for first version of migo bio-tech
Add dialog conditions for terrain type and field type
Add PROFICIENCY_LIST.md
Add weighted list functionality to dialog effects
Support mapgen parameters in nests
Add new dialog effects for portal storms.
Add lifespan to dialog monster spawns
Tool to spawn all items / furniture / terrain / traps
Support mapgen parameters for most mapgen ids
Support recursive palettes
Jsonize terrain and furniture oxytorch result
Allow palettes to be chosen from a weighted list
weapon_category for martial arts cross-mod compatibility
Allow flag limits for magazine well compatibility
Update medium and heavy batteries to use flags for magazine compatibility
I've made it to where all tools with the LOCKPICK quality will automatically have the PICK_LOCK use_action.
NPCs keep track of total sales
Jsonize Pet Food
Support for mutable overmap specials
Jsonize monster speed description
Allow JSON-defined linear terrain and unhardcode anthills
In-house translation library implementation to support loading multiple MO files
Add dialog effects for taking control of npcs and conversations with monsters/items
Use dialog conditions for mutation and enchantment triggers
Dialog effect to affect nearby npcs
Add support for dynamic predecessor mapgen
Basic Appliance implementation
Partial Jsonization of Mood Indicators
So much work building the infrastructure for Effects on Condition thanks to Ramza13 for spearheading this project
Tons of PRs on creating mutable overmap specials, which allows procedural map generation using only json thanks to Jbytheway for leading the way on this
A bunch of terrain/furniture item interactions that were jsonized thanks in large part to Saicchi
Add dialog effects for transforming terrain and furniture. Add portal storm effect to transform grass.
Create talker_furniture, move refugee center computer into dialog system.
Improve pocket performance by removing some unnecessary pockets
Adds documentation for `place_monsters` JSON flag
Adds ability to remove fields, vehicles, items, and traps to update_mapgen
overmap sprites generator
Add infrastructure for swappable weapons in bionics
Automatic spell check on pull requests
Place monster corpses in json mapgen.
Allow limiting map extras by zlevel
Add sound support for clear, cloudy and sunny weather
Enhance martial art techniques, allow limbs to define technique lists and unarmed damage boni
Add mapgen ability to set variables or remove traps in lines/squares.
Combine wheat-free and wheat-full flours into a single recipe requirement
Allow gendered descriptions for professions outside of translations
Report JSON entries with the same id from the same mod
Change itemgroups to default to overwrite, instead of extend.
Vehicle parts can now use looks_like from furniture, items, etc
Dissection tables separate from harvest tables, and relevant monsters dissect to samples
Added external options to override status and fuel for spawned vehicles
Include a Soundpack by default
Trap-specific jsonified trigger messages
Support transparency of pockets and show contents of transparent pockets from a distance
Add the possibility to change color and symbol of an item with a variant
Added external option with setting frequency of displaying music descriptions in sidebar
added basic utilities for mouse drag-and-drop support to input _manager
Support achievements based around overmap specials
Allow setting terminal cursor for screen readers and IME preview using ui_adaptor
Tons of documentation work
Set age for monster corpses in json mapgen
Move the Find Lost Dog mission to JSON
Vehicle energy_consumption in units::power
item power_draw in units::power
Convert the 'Recover Priests Diary' mission to JSON
Move the 'Kill Horde Master' mission to JSON formatting
Fixed situation where 'overflow on combine' test could randomly fail
Consolidate functions for character's best item with given quality
Move the Retrieve Deposit Box mission to JSON format
## Build:
Add Big Sur-style macOS icons
Suppress spurious error from make when astyle isn't installed
remove cata::optional wrapper from item::dropped_from
Fix curses build with MSVC
Fix typo in COMPILING.md LANGUAGE -> LANGUAGES
CMake: Clean up if commands and fix compilation with MSYS ncurses
Add option to build the clang-tidy checks as an executable with CMake
Link to libncursesw in Makefile
Add missing vector header to src/morale_types.h
Link to libncursesw in CMake
Removed small bashism (path expansion) from Makefile.
Make use of gold linker optional for LTO builds
Allow build and run in repo folder in CMake
Add missing header (vector) to fix build error on Linux
Fix compile errors on LLVM/Clang 13
Updated documentation to be in line with moving MXE gcc to version 11 + libbacktrace
More granular and parallelized translations compiling
Upgrade MXE cross-compiler to GCC 11
MXE instructions for gcc version 9.3.0
Enable backtrace in MinGW release
Windows Github CI for Cataclysm and ObjectCreator
Instantiate non const variants of templated creature_tracker methods
Add src/third-party to Android build header search path
Set directories on macOS in CMake build script
Set RELEASE variable in root CMake script based on CMAKE_BUILD_TYPE, to generate install targets
Avoid use of reserved word PREFIX in CMake build script
Install core and help directories in CMake build script
Recursively search and bundle Mac dependencies
Bundle library dependencies in macOS release workflow
COMPILING.md update for FreeBSD
freedesktop metadata files are updated and installed when appropriate
Build linux releases on ubuntu-18.04
Update flatpak manifest
Fix CMake mixed signature error and outdated localization code
## I18N and A11Y:
Make stimulation effect string easier to translate
Fix missing translating elements in 2 parsers
JSONize connect groups
Fix monster_attack.py missed elements
Fix json extractor not extracting "concatenate" in dynamic_line
fix:Parser(profession.py) missed out gendered description
Automatically synchronize MOTD and Credits translations from Transifex
Sidebar for languages with long words
Detect measurement units in user locale settings on Windows
Extract examine_action to translate
Clarify plural check message
Update manual of style with more rules
Over 360 translation PRs that I didn't list
# 0.F (Frank)
## Highlights
Nested Containers rationalize inventory management and enable dropping and retrieving go-bags during fights.
Achievements track your deeds and misdeeds across games.
Proficiencies better represent deeper knowledge required for various endeavors, mostly crafting.
Bleeding added to both the player and monsters as the first step toward a more comprehensive wound and wound treatment system.
Weariness tracking added to represent longer-term physical exhaustion.
Elevated bridges over navigable rivers added, allowing better navigability while using boats.
Large-scale audit of weapon and armor values for better representativeness and consistency.
Improved armor handling by separating ballistic damage into its own damage type.
Pervasive performance enhancements throughout the game.
Tileset vehicle support for more cohesive vehicle rendering.
Aftershock changes direction to a total conversion mod with a new far-future setting on a frozen world.
Dinomod added 238 dinosaurs, pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.
Added many dino features, including zombie, fungal, evolved, bionic, baby, and mutant dino variants.
Dinomod added many dino interactions, including farming, riding, butchering, cooking, and special attacks.
Magiclysm added a huge content update including many new traits called Attunements that switch up gameplay at the endgame.
## Statistics
3974 files changed, 5440251 insertions(+), 3904330 deletions(-)
10,463 commits
~454 contributors
New game entities (core): 4510
Items: 987
228 misc items, 199 books, 196 articles of clothing, 161 guns and gun related items,
151 comestibles, 99 tools, 53 ammunition types
Mapgen: 778
424 overmap terrains, 198 palettes, 62 start locations, 41 city buildings, 25 map extras,
20 overmap specials, 5 overmap locations, 3 region setting
Crafting: 562
223 construction groups, 201 requirements, 60 proficiencies, 50 constructions,
17 recipe groups, 10 recipe categories, 1 construction category
Achievements: 363
115 achievements, 107 event statistics, 100 event transformations, 26 score entries, 15 conducts
Item Traits: 325
171 item groups, 97 materials, 20 ammunition types, 18 ammo effects, 13 tool qualities,
2 vitamins, 3 item actions, 1 fault
Player Traits: 263
144 professions, 41 effect types, 28 skills, 17 mutations, 14 activity types,
4 skill display types, 3 behaviors, 3 movement modes, 3 scent types, 2 morale types,
1 butchery requirement, 1 disease type, 1 mutation types, 1 trait group
NPCs and NPC interactions: 237
255 talk topics, 29 missions, 29 scenarios, 15 npcs, 6 npc classes, 3 factions
Map Traits: 234
149 terrains, 12 weather types, 64 furnitures, 5 gates, 3 field types, 1 terrain transformation
Monsters: 228
151 monster types, 72 harvest entries, 4 species, 1 anatomy entry
Vehicles: 140
80 vehicle parts, 41 vehicles, 12 vehicle part categories, 7 vehicle groups
Magic: 40
23 spells, 7 enchantments, 6 emit definitions, 4 relic definitions
Misc: 363
258 json flags, 104 ascii art, 1 loot zone
New game entities (mods): 3231
Items: 773
179 misc items, 172 books, 161 comestibles, 85 tools, 83 articles of clothing,
65 guns and gun-related items, 21 ammunition types, 7 compact bionic modules
Player traits: 749
273 mutations, 214 trait groups, 96 professions, 64 techniques, 47 scenarios, 21 effect types,
9 martial arts, 8 bionics, 8 start locations, 6 mutation categories, 2 proficiencies, 1 skill
Mapgen: 430
154 item groups, 202 overmap terrains, 39 palettes, 30 overmap specials,
5 city buildings, 2 map extras
Monsters: 406
360 monster types, 32 harvest entries, 11 species, 3 monster attacks
NPCs and NPC interactions: 234
144 talk topics, 59 npc classes, 15 mission definitions, 13 npcs, 3 factions
Map traits: 190
103 terrains, 56 furnitures, 10 terrain transformations,
9 gates, 6 field types, 4 traps, 2 emit definitions
Vehicles: 185
141 vehicle parts, 27 vehicle groups, 17 vehicles
Magic: 155
132 spells, 23 enchantments
Crafting: 48
32 requirements, 7 tool qualities, 5 construction groups, 2 constructions,
1 recipe category, 1 recipe group
Item Traits: 39
20 materials, 11 ammunition types, 8 ammo effects
Achievements: 22
14 achievements, 3 event statistics, 3 event transformations, 2 score entries
## Features:
Adds option to randomize INITIAL_DAY.
Allow vehicles with autopilot to follow you.
Monster factions can unconditionally hate other factions.
Allows mutations to cast spells via enchantments.
Add mining multi-activity for NPCs and players.
Basecamp job rework - wandering/sitting/job priorities.
Auto eat and drink from auto-zones during long activities or while waiting.
Adds flyable helicopters.
Allows towing vehicles.
Allows specifying height and age in character creation.
Adds support for json-defined achievements to provide more goals to strive for.
Overhauls lock picking.
Appropriate items can now rot away when in the reality bubble.
Displays holidays on main menu screen based on system time.
Separates bullet damage type from cut/stab.
Makes consuming items take time.
Enables damage over time for spells.
Enables nested containers.
Adds support for conducts (self-imposed play constraints tracked by the game).
Custom achievement/conduct requirement descriptions.
Enables mouse input for inventory.
Worn gloves count as unarmed weapons when no weapon is held.
Any corpse can rise again as a zombie.
Added to Autodocs the ability to stop bleeding, disinfect wounds, and inject antibiotics in case of infected wounds or tetanus.
Allow randomizing scenario and profession in new character menu.
Adds actions to workout and do exercises.
Vehicles: ground vehicle z-level transitions and z+1 bridges.
Remove static/random NPC options, adjust random NPC rates.
Overhauls blood and blood loss.
Artifact procgen - artifacts that spawn use the new relic data.
Grappling hooks can be deployed for climbing, just like ladders.
Adds proficiencies, representing specific knowledge in particular areas more precisely than by normal skills.
Adds facing to vehicle parts and tiles for better vehicle rendering.
Adds activation abilities and charges to relics.
Tiles: improve furniture rotation and connections.
Shows which achievements have been completed in past games.
Artifacts may now regenerate ammo.
Adds ACTIVE enchantment condition.
Allows recipes to specify individual activity levels.
Adds weariness, a sort of long term stamina that limits characters' ability to be extremely active 24/7.
Reports faction camp build sites and improves faction camp tutorial.
Allows customizing initial date in scenarios.
Allows nanofabricator templates to contain recipes from any item group.
Adds different bleeding types for different species.
Adds bleeding butchery action.
Adds Autodoc installation programs that almost guarantee flawless installation of supported bionics.
Removes the obsolete 'carrion spawn rate scaling factor' world configuration option.
Makes thrown glass items drop glass shards when shattered.
Adds suspension for butchering using cranes (except tiny ones) and forklift arms.
## Content:
Gun volume and weight audit.
Moves most urban development houses from a mod to vanilla.
Adds Survivor RV and car.
Populates appropriate rooftops with monsters.
Adds many chemicals, chemistry tools, and recipes.
Mi-go, masters, and necromancers can open doors.
Adds a bulk shipping crate possibility to the supplydrop map extra.
New zombie: necro-boomer.
Overhaul the mall.
Allow the of use grappling hooks on ledges.
Make bugs much more mutated.
Reformats the 'chat with a friend' feature in NPCs to be more flexible, and to provide some more lore insights.
Adds 'What the hell happened' stories to NPCs, keyed off backgrounds.
Feral Humans with blob psychosis.
Allows plank and branch bundles to be made from cordage, vines, or wire.
Microlabs can contain artifacts in containment.
Adds NPC_class and NPC json templates and instructions.
Adapts almost all vehicle definitions to use directional parts.
Update UltiCa tileset and make it default.
Adds a number of flying zombies.
Adds a new alternate needs panel to the label mode.
Added many proficiencies and uses for them.
Adds frog mother monster.
Adds mega mutant monsters.
Adds a selection of mutated woodland creatures.
New 'phase skulker' zombies teleport and haunt between the hallways of microlabs.
Make mutant organs and lungs contain toxins.
Adds streetlights to sidewalks; also adds traffic lights, stop lines, and pedestrian crossings to intersections.
Adds Rust Zombies.
Diversifies venom sources and effects.
Adds a star fort with working cannon and zombie reenactors.
Adds Hot Springs location.
Adds a terrain flag 'NO_SHOOT' to prevent projectiles from striking or going through that tile type.
Enables using a rope to carry large items.
Adds large dermatik nest and tweaks dermatiks.
Adds a new layout for the island prison challenge scenario.
Adds tazer drones.
Adds a demo of the Cuteclysm tileset, which is loosely inspired by the aesthetics of 16-bit Japanese RPGs.
## Interface:
Introduces, and migrates most windows to, ui_adaptor, which handles redrawing windows when others are closed and the game is resized.
Highlights hidden recipe info in the crafting GUI.
Overhauls target selection and aiming UI.
Displays missing and obsolete mods for current world.
Requires grenades and other explosives to be wielded before activation.
Adds bigger mini-maps to all sidebar layouts.
Adds keycode support to uilist.
Allows attempting to disable robots by 'e'xamining them.
Warns if a friendly creature or non-hostile NPC enters the line of fire.
Adds a satiety column to the eat menu, showing how many calories the food will have for how filling it is.
Shows crafting failure rates due to missing proficiencies.
Displays contained items like 'water (plastic bottle)' instead of as 'plastic bottle of water'.
Keeps track of preferred aiming mode.
Adds the Chibi Ultica tileset, a mix of MSX character and monster sprites with Ultica terrain, vehicles, and items.
Brings back the MSX+ Tileset.
Adds item length and pocket volume entries to menus.
Adds fast scrolling to many menus with long lists.
Adds responsive screen behavior to the new character menu for small terminal sizes.
Shows weariness and activity levels in sidebar panels.
Warns before crafting armor or clothing you won't be able to wear.
## Mods:
[Aftershock] Adds Autodoc tiers and augmentation clinics.
[Aftershock] Megacity-oriented overmap generation adjustments
[Aftershock] Adds new Melee oriented bionics.
[Aftershock] Replaces Vanilla Autodocs with Aftershock Average Autodocs.
[Aftershock] Adds an astrobiology lab.
[Aftershock] Adds a design document.
[Aftershock] Adds new laser and plasma pistols.
[Aftershock] Adds Formless Ruins - a new aboveground, low-risk dungeon type.
[Blazemod] Overhauls Blazemod and splits it into separate mods.
[Dark Skies Above] DSA is reborn as an actively-developed, total-conversion mod.
[DinoMod] Adds location variants with dinosaurs.
[DinoMod] Adds Acrocanthosaurus and overhauls dino baby code.
[DinoMod] Adds monsters 'Scutellosaurus', 'Maiasaura', and 'Coelophysis'.
[DinoMod] Adds monsters 'Pachyrhinosaurus', 'Pentaceratops', and 'Torosaurus'.
[DinoMod] Organizes dinos into three main factions with defined inter-faction behavior.
[DinoMod] Rebalances Jurassic spawns and monsters for realism and fixes predator in-fighting.
[DinoMod] Caps monsters at 1000 kg so butchering kind of works.
[DinoMod] Adds monsters 'Brontosaurus', 'Alamosaurus', and 'Brachiosaurus'.
[DinoMod] Converts 'dinoexhibit' to use templates, adds a roof, and adds a baby dino variant.
[DinoMod] Ankylosaurs Abound: Adds Dyoplosaurus, Nodosaurus, and Edmontonia.
[DinoMod] Adds Amargasaurus and Kosmoceratops as well as variants.
[DinoMod] Adds mod-specific mutation trees Stego and Tyrant.
[Magiclysm] Adds spell level and number of spells known achievements.
[Magiclysm] Manatouched mutation tree.
[Magiclysm] Adds polymorph spells so you can transform your foes.
[Magiclysm] Adds a spell component system and more-powerful spells to use it.
[Magiclysm] Adds a new mutation line: Black Dragon.
[Magiclysm] Adjusts fog frequency in black dragon lair plus other (minor) map adjustments.
[Magiclysm] Attunements - Special abilities gained by mastering two schools of magic.
[Magiclysm] implement summonable motorcycle
[Magiclysm] Adds a new house with technomancer-themed loot.
[Magiclysm] Rings of wizardry and mojocycle tweaks
[Magiclysm] Adds bullet armor to magic rings and bracers of protection.
[Magiclysm] Adds Orcs and Ogres.
[Magiclysm] Adds three new Attunement spells (Frozen Winds, Auroral wave, and Immolate).
[Magiclysm] Adds Workshop Elves, Yule Cats, and Leprechauns.
[MMA] Adds Ki Strike trait, buffing unarmed to make it more competitive with other weapons.
[Vanilla + Many Mods] Fixes problematic faction relationships (one-way aggression).
## Balance:
Large item price audit.
Large scale melee weapon damage audit.
melee: make polearms do less damage against adjacent targets.
Hide irradiated effect from the player, forces use of existing tools to detect radiation levels.
More complex satiety calculations.
NPCs to use ranged weapons against all enemies, and automatic fire against dangerous enemies.
Antifungal drugs work over time.
Don't damage hands when smashing but use your most armored part instead.
Guarantee at least one transversable path in the collapsed tower basement.
Make Solar Sensitivity mutation respect clothing coverage, precious.
Unlock NPC recruiting when you build the faction camp radio console.
Fixed clean_water recipes with purification tablets and charcoal water purifier.
Brings reloading components closer to reality, make brass casings spawn in packs, and makes gunpowder units 100 mg.
Missed scenario starts without a random NPC.
Monsters with larger eyes see farther than smaller variants.
Ankle storage items don't affect feet-related mutations anymore.
Gives the default Survivor profession more weather-appropriate clothes for the default start.
Eating raw meat does not hurt your morale as much if you have traits like Hunter or Predator.
Very-fast-moving zombie animals only attack once per turn.
Spawns anesthesia supplies in Autodocs.
Rebalances spawn rates for overmap specials.
Mycus Fireproofing now also gives heat immunity.
Tweaks Infection impact by lowering fatigue drain and removing pain.
Adjusts ordinary clothing to not meaningfully contribute to protection values.
## Bugfixes:
Prevents possible negative damage from explosions.
Removes scent diffusion over water by implementing NO_SCENT flag.
Gives electric motors equal power in forward and reverse.
Fixes wield action costing double what it should have.
Fixes spells not gaining levels on cast.
Fixes light sources rendering the player invisible at certain ranges.
Fixes a crash when an NPC gives the player equipment.
Fixes "Unable to find and assign mission target" messages when accepting a mission.
No more floor items when trading with follower NPCs.
Fixes crashes from trying to access a nonexistent basecamp.
Helicopters: Allows descending into open air while moving, and disallows roof teleporting.
Fixes cold items rotting in a freezer and adds more rotting tests.
Spawns regular ants under regular anthills.
Melee: Makes sure that melee weapon accuracy improves hit rates.
Adjusts vehicle heater/cooler for 1-second turns.
Wakes up the player if about to go into hypothermia.
Fixes a segfault during initializing crafts.
Fixes a segfault from attempting to siphon from vehicle with multiple tanks.
Fixes creatures blocking descent even if they can be displaced.
Fixes OnGetHit effects not triggering if the player cannot block.
Refactors the monster spawning code to avoid crashes.
Resets the game mode before loading normal saves.
Minimizes UI flickering in curses mode.
Fixes crash upon examining vehicles containing minireactor.
Fixes segfault on harvest.
Fixes loading of legacy characters without bodies.
Fixes explosions not affecting terrain.
Avoids processing held items twice.
Fixes a crash when trying to reload an item inside of advanced inventory
Renames (when appropriate) blobs as slimes.
Fixes massive, unrealistic temperature drops when wet.
Fixes weapon techniques not triggering.
Prevents some obscure crashes by adding nullptr checks to unsafe pointer accesses.
Vehicles: make sure going in reverse isn't more efficient than going forward.
Fixes doubled artifact effects on stats.
Containers can't hold too-large items, even when contained in other containers.
Prevents temperature being 0 after loading a save.
Consumes components in nested containers when crafting.
Fixes stuck joystick on Android.
Adjusts sunlight casting to properly illuminate exterior walls.
Fixes limb blocking not triggering.
Vehicles: shock absorbers actually now absorb shock damage.
Fixes NPC dying immediately on accepting inhaler mission
Fixes crash when attempting to butcher a corpse.
Fixes gear getting damaged by weather when weather has no damaging effects.
Improves invalidation of max_populated_zlev cache, fixing lighting in some teleportation scenarios.
Prevents dodging or blocking while insensible.
Fixes apparent light asymmetry when the sun shines through a single-tile hole in the roof.
Makes installation time mandatory for gunmods.
Makes tents and vehicles block sunlight.
Prevents scent map from being saved with an invalid utf8 sequence.
Monsters no longer bash obstacles based on sound. This prevents groups of monsters from getting stuck in a loop of bashing based on the sound of other monsters bashing.
Picking up an item stack fills up your pockets if it doesn't fit into one pocket.
Wielding combines item stacks if possible.
Robots can no longer be disabled by a single melee hit.
Fixes auto-consume zones in vehicles.
Fixes monster special attack range-limiting code.
Falling vehicles: prevents bouncing after the first collision with the ground.
Fixes issues with sound (walking on boats, sound triggering twice).
Ensures that casings are stackable, fixing pickup performance issues.
Allows quartering organ-less corpses without field dressing.
Triggers explosions only after processing all items.
Fixes scenarios having wildly different start dates and potentially crashing the game.
Allows fire to spread to adjecent tiles with items.
Prevents log spam from a broken bone.
Makes reachability cache fully consistent with map::sees, fixing some problems with mirrors.
Fixes NPC-assisted time-cost calculation.
Killing a monster that fused with a mission kill target now successfully completes the mission.
Bashes that do zero damage now can't stun.
Fixes a crash due to dereferencing a null carrier pointer in item::process_tool.
Prevents a seg fault in auto-consume.
Vehicles: Fixes towed vehicle drag by unsetting their parking brakes.
Fixes sarcophagus elevator reactivation.
Fixes doors that NPCs could not pass without intervention.