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changelog.txt
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# 0.H
## Features:
Tilesets: Automatically prevent occlusions via semi-transparent sprites (similar to retraction)
Add parametric mapgen to consolidate similar basecamp definitions
Activities can fire EOCs
Added full mouse support to the keybindings screen
Prevent attacking neutral critter via move in safemode
Fix and enhance camp radio tower
Added sorting, showing&hiding pocket contents, and scrolling via mouse in inventory screens
New game event that triggers on load or new game start
Add option to hide bionics
Allow JSON monster special attacks to use the dialog condition system
Confirmation before attacking neutral mobs
Unhardcode and rework grabs, ranged pulls
EOCs can have context vars that can be passed into nested EOCs
Pockets overflow into their parent pockets if possible
Stored conditionals for EOCs
Make portal storms mobile.
Reusable Random Encounters Code
Allow mutants to walk underwater
Add support for running and smashing animations
Allow zones to interact across multiple Z levels
Creatures can stumble into invisible players to discover them
Add molting for exoskeleton mutations
3D vision of lower levels with distance fog
Rework MA tech requirements
Allow NPCs to read E-books - new activity added
Allow mutation transformation using the normal mutation rules
Implement setting direction for appliances and add a directed floodlight appliance
Asynchronous animations including sprinting and smashing
Added enable and disable mutation EOCs
3D vision for isometric tilesets
Unhardcode dragging, grab fixes
Make vehicle doors lockable and pickable
Implement export&import of the protagonist and follower NPCs
Expand grain farming and adjust seeds
Creatures above cast shadows onto tiles below
Apply different messages at different effect intensity levels
Player character now can get sick with common cold or flu only after contacts with NPCs or ferals
Generate vehicle prototypes from in-game vehicles
In-game Armor sprite change
Cockroaches flee light, hide under furniture, eat corpses, and breed faster when fed
Cataclysm and game start dates are to be set through scenarios
Friendly NPC crafting by crafting menu
Functionality to drop items off ledges/cliffs onto creatures below
NPC fleeing behaviour adjusted and slightly improved
Adds basic vehicle proficiencies for driving and boating, as well as athletic proficiencies which increase muscle engine output.
Add overheat mechanics to energy guns.
Sound-triggered traps
Item transformation can now pick variant items to transform into
You can now collect grappling hooks and ladders from the ledge above.
Adds priority parameter for special placement
Professions can start with multiple martial arts
Microlab Mapgen is now parameter based.
Allow NPC_DEATH EoC to prevent npc die
Allow NPC doctors to install and remove CBMs from player allies
Look up and down with 3d vision off
Add ignored_monster_species spell parameter
Monsters affiliated with factions will watch for theft of faction items
Allow gunmods to make changes related to gun overheat.
Items that can heat up food (microwaves, coffeemakers, chemistry sets, etc) can be used or reloaded from an adjacent space without picking them up.
[EoC] Condition for asking the player to select a tile
Allow martial arts techniques to trigger on reach attacks.
Adds a confirmation prompt if you are the target, or in the AoE of, your own damaging spell.
Ledges provide sight coverage
Add foreach function to EoC
Add Map related EoC functions
Allow messages to parse nested tags
Allow using snippets in item descriptions
Infectious diseases (cold/flu) have an invisible incubation period, and start with milder symptoms
Weapon Proficiency
Fixes NPCs being too afraid, makes swarm danger assessment more robust
Add option to switch between outfit (when available) at chargen
Animals have stomachs, digest food, and benefit from eating
Enable NPCs to reload magazines in their inventory
## Content:
Add 14 scores, 24 achievements and 5 conducts related to vehicular travel
Add generic finales for generic mine
Add new boss for physics lab
Add 4 New Apartment Complexes
Add several new bungalows
Updates to several existing maps
Add the first Exodii mission
Combat Capable Mounts
Add new Exodii NPC: Luliya
Add new weather types: mist and fog
Allow players to keep bees
Apartment complex: parking garage, lobby variants, roof additions
Crustacean mutation tree
Dead trees can be harvested for wood(once per tree)
Added a new location called survivor forest camp
Addition of non-NPC civilians for lore reasons
Nether spiders as a new bossfight for the game.
New conversion kits, guns, and calibres
Crashing ship start for Aftershock
Add more monsters to the nether monster corpse
Living lore document
Gastropod Foot Limb: Mutant limbs can be added in json
Added a small office building fortified by bandits
New location: speedway
You can now choose a new leader for your faction without dying
Adds new skateboard vehicle
Most scenarios now provide vision of the nearest city on start
Alternative resolution to clean back bay quest
Add a synagogue
Adds a chance for small, personal photographs to spawn within people’s wallets and creates a starting pool of 34 snippets from which to pull.
Adds curved road bends, rotaries and rest stops/laybys
JSONify Defense Mode
Adds a new mission to the Exodii
Add boats to river banks
Vehicles now contain heater, and some contain AC
NPC Elvira Fish, Circulations
Adds a jeweler as a new starting profession
Add a larger “family–sized” water heater
Rework Anvils and add crude anvil
Add some backstory to Eddie McKenzie.
Add some prosthetics.
Added Bulk Storage Mounds and Piles for More Resources
Add undomesticated wild rabbits
Adds some MA techniques, improves disarming and transform certain techniques from stuns to downing techs
adds dried garlic/chili
Adds more ways to learn bronze crafting
Updates the Portal Dependent mechanics and introduces rewards for exploring the portal dungeons.
Cyberhorse... CYBERHORSE!
Make nuts and bolts craftable using thread cutting tool
New map extra: civilians making a futile last stand against the horde
Adds primitive cup(s)
Add residential rolling trash cans.
Adds Long awaited Exodii Sidearms
Allow diving into water to remove Mycus spores.
New Scenario: Last Stand
## Interface:
Show crafting failure chances in the crafting interface
Show addictions from hobbies in newcharacter tab
Added ability to think to yourself in the message log
Added Presets for pocket settings
Prettier loading UI for loading the save
Add min/max feedback to new character stats interface
Mouse thumb button support
Show NPC location when selecting NPC to chat with, guard, or follow
Display why vehicle parts cannot be installed
Open multiple containers in Advanced Inventory Manager
Adds the 'Mark as dangerous' keybinding to the overmap
NPC selects melee style
Add sundial, wind and radiation badge to "spacebar" sidebar
fix widget error if player has no body part
AIM: Add key to step outside containers; AIM: mark container that the other pane is looking inside
Change description of highlighted regions when editing the overmap
Detailed information for stats on character creation menu
Larger and more I18n-friendly safemode UI
Enable/disable showing several non-player-related messages in the log
Walking into ledges examines them.
Accessible item insert menu
Show insertion failure reasons in Insert menu and AIM
Select default bodypart when applying bandage
Show zones on other z-levels in zone manager
Remember inventory show/hide all contents option state
Display what mod the contents belong to, scenario, profession, map
Find items that cover body part
Enable history for AIM and inventory filters
Make zone manager display more of zone name
Show estimated time when washing items
Selecting container mode for unloaded items
Open proficiency UI with relevant first selection
Adjust hungry and overweight coloring in sidebar
Categorize more containers by their contents
Explain why wielding an item from pick-up menu fails
Switch crafter in crafting menu to and from an ally
Add favorite category to spell casting menu
Allow scanning several books into ereader at once
Add milling info to milleable items
Add spell class selecter to spell casting menu
'Learning is disabled' message on disabled skills
Update gun mod removal UI to use inventory menu instead of a prompt; prevent removal of gun mods with other mods installed on it
Show the mass of vitamins in food items
Melee weapons tell you your skill is too low to see melee values instead of just hiding them
## Mods:
[Aftershock] Fix the Migo mutation tree
[TropiCata] Adds more tropical flora
[Mythos] Split off Mythos creatures into self-contained mod for 0.G
[Desert Region] world generation changes
[Aftershock] Reduce deadliness and frequency of ruin robots
[Dark Skies] Remove Dark Skies Above from the main repository
[Magiclysm] Adds item enchanting to magicalysm mod
[Backrooms] Adds 10 rare artifact variants to the Backrooms
[Magiclysm Graphical Overmap] Delete Magiclysm Graphical Overmap
[Magiclysm] Another approach to animist summoning
[Xedra Evolved] Add content for dreamsmiths and dreamers
[Bombastic Perks] New mod to earn perks through gameplay
[DinoMod] Integrated mutation armor
[DinoMod] Therizinosaurus
[Xedra Evolved] Museum Location for Xedra Evolved
[Magiclysm] Adds several new professions to the Magiclysm mod
[Bombastic Perks] Added resurrecting meat monstrosities to bombastic perks
[Bombastic Perks] Forcefield and Evasion enchants
[Aftershock] Elemental bionic weapons.
[Bombastic Perks] Adds the recycler perk
[Xedra Evolved] Revamped the inventor class
Alchemy Perks for Xedra Evolved
Bombastic Perks adds Playstyle Perks
[Magiclysm] Ways to boost your caster level
Disable the Bionic Professions mod by default
Add the Mind Over Matter mod to the CDDA repository
[Tamable Wildlife] More tamable creatures
[MoM] Add additional portal storm remnant map extras
[Sky Island] Mainline Sky Island mod
[Magiclysm] Add a spell-using feral human to Magiclysm
[MoM] Add telepathic and telekinetic damage types
[MoM] Mind Over Matter-specific Research facility overhaul
[XE] Paraclesians: Elemental Races
[Railroads] New mod
[MoM] Add Enervation damage type, apply it to Eater and feral vitakinetics
[Magiclysm] Add more than two dozen spells to magiclysm
[Magiclysm] Add fantasy species starting option
[Magiclysm] Add two more playable fantasy species for Magiclysm
JSON-ize faction camp hunting returns
[DinoMod] document lore
[Aftershock] Rebalance energy weapons to use overheat mechanics
[Magiclysm] Add fantasy species ferals
[Magiclysm] Add dispel magic spells
Create the Isolation Protocol Mod: A traditional roguelike experience
[Magiclysm] Add triffid and migo mages
Clairsentients can have premonitions about Defense Mode events.
Aftershock: New Sci-fi military Gear
Make some non-combat MoM utility powers toggleable
Aftershock: Add a shotgun mod that turns shotguns into coilguns
Aftershock: Add a new outpost location that can spawn modded tools
Add Sense Minds Telepathic power
Add scaling to Metaphysics XP gain from powers, add penalty for power failure
Add the HAS_MIND flag to appropriate monsters in in-repo mods
XE: Add gossamer material and clothing
XE: transformation potions to top level alchemy perk
MoM: Add PSI_NULL species to interact with "ignored_monster_species" JSON parameter
[MoM] Add a new power class Photokinesis
[MoM] Add calorie cost for psionics
[MoM] Prevent psionic creatures from using powers if nullified
Make Aftershock and Aftershock: Exoplanet compatible with Defense Mode.
Allow escape pods to carry loot planetside.
[MoM] Add mi-go psions
[Innawoods] Added meadow mutable
[MoM] Drain overhaul + Power Maintenance overhaul
## Balance:
Cap melee skill gain based on monster melee skill
Simple deconstruct is much faster
Add denim as a material and buff jeans
Removed scent tracking from certain zombies
Cody can make chainmail armor and charges more
Rework melee, unarmed, dodge, cutting, stabbing, and bashing practice recipes to limit higher level practice actions to books
Remove flaming eye phantom melee attack that can disrupt aim
Converts most of the armor and clothing still using the old limb system to the new system with sub-limbs
partial skill levels contribute to most game tests
Portal Storm Coherency Pass
Stop zomborgs from exploding on death
Add a more accessible holy symbol mission, replacing the small relic one
Most materials now burn at least a little slower than gunpowder
stationary monsters don't let you train throwing to high levels
player can drag heavier vehicles
difficulty to repair depends on what the thing is made of instead of its crafting difficulty
Hound afterimages also copy their host nicknames
The player is substantially less effective with guns at low skill values
Lycra is less protective
BMI has a less all consuming impact on how healthy you are
Being badly wounded will always allow you to swap characters in camp while you heal
Intelligence provides a multiplier to current focus rather than adding to its value
More monsters fight back if cornered
Higher dodge skill lowers the stamina cost to dodge
Adds a mutable stream to the mapgen
Limit the times assassins can try to kill you.
Increase plastic variety, adjust plastics to be more realistic in terms of protection
Characters start with basic skills from their previous life
Climbing down stepladders is now safe; climbing down ledges tells you how risky it is.
Add NO_SPELLCASTING flag to Stunned effect
Improve pets' ability to use stairs
Make ferals actually feel like human enemies instead of weaker zombies with range attacks
Allow metal wreckage to be used for cutting
Slimy mutation helps you escape grabs
Caffeinated gum is now only slightly stronger than a cup of tea.
Improved path for intelligent monsters
Make safe place starts safer
Touch up pawn shops with better loot
Prevent staunching bleeding while driving
Threatening to kill NPCs(recruitment) is more likely to make them hostile
Backup generator is much more powerful
Bulk unloading and dropping items saves time cost
Fragile Clothing will degrade if its dealt damage larger than 15% its armor value.
## Bugfixes:
Crafting GUI: show how much recipe makes for non-charge items
Monsters add weight to vehicle when on boardable parts
Make AUTO_PICKUP_SAFEMODE also consider ignored mobs
Reset daily health at the end of each day
Food inside sealed containers is properly labeled as such in the [E]ating menu
Prevent autodrive from dropping vehicles in holes
Allow room for starting NPC when picking player starting position
Determine how much you can squish a soft container by its contents
mutate_towards accounts for bionics which CANCEL but don't CONFLICT with mutations
Fix files after a symlink in a directory all treated as symlink on Windows
Fixes marina spawns
Fix NPCs unable to trade items away if they have no pockets
Display IME candidate list and composition text correctly on Windows
Fix dark gray in the ncurses client for terminal emulators that support 256 colors.
Fixes mobile home park road connections
Flush map buffers after failing to create starting location
Smart controller supports using only one engine
Disassembly doesn't return items with UNRECOVERABLE flag
Feral cops become zombie cops
Fix wall cling phasing through floors
Add ability to remove plants from planters without destroying planter
Prevent broken vp in-place replacement when racked
Spellcasting tools no longer waste charges if you cancel out and don't actually cast the spell
Fix using unload_everything zone to remove gunmod gets copies of gunmod
Ferals can use their guns in GG
Prevent fire damaging unbreakable items
Fix energy guns(AFS) on NPC
Faction camps now distribute calories based on actual calories and not default calories
Fix calculation for inserting into nested containers
Make copy-from copy terrain/furniture examine actions
Prevent mission marker from being cutoff in the overmap
Exodii will now properly be mad at you if you steal all their resources from stone barns
NPC morale modifiers now updates regularly instead of being permanently applied
Fix UI and accessibility issues in the overmap UI and character creation menu
Fix unicode path encoding error in Windows MinGW build
Difficulty 0 recipes are no longer arbitrarily difficult
Make EOC u_sell_item() actually transfers the items' ownership
Improving NPC shooting frequency
Enable death effects on limited lifespan monsters
Make Hub01 globally unique
Charge integrated magazines when plugged in
Don't allow to scan books that are owned by other characters
Fix NPC putting items in open air when fetching items during an activity when 3D FOV is on
Trees and other FLAMMABLE_ASH terrain leaves behind ash when burned down
Do not report monsters breaking free of unknown grabbers if the player cannot see them
Allows certain docks to be placed on non-flowing shallow and deep water.
Fix the epilogue for the New England Church Community
Flat armor penetration is spread across all armor layers instead of applying its full value to each
Fix tow cables being unable to connect different vehicles
Smashing now incorporates any MELEE_DAMAGE and STRENGTH enchantments
'w'ield menu will now correctly trigger a steal warning when wielding an item that does not belong to player
Allow crafting tools to use linked electricity
Don't get randomly sick anymore
Itemgroups can seal containers
Spawned corpses should now spawn with and contain their clothes
Can no longer get stuck for days thinking about working out if you're a WIMP with NEGATIVE WORKOUT TIME
Prevent car from spawning into a house wall
HP widgets gets equivalent bodypart
Fix grainy glyphs in blended font rendering mode
Stop dodging good spells, fix uncanny dodge spell crash
Fix and improve NPC randomizer
Make sure overconfident officers reliably drop their guns
[MoM] Fix zombie telepathic stuns
Fix appliance power drain display right after plugging in/unplugging device
Fix items and furniture being deleted from grappling hook usage
Randomly generated characters are now aged appropriately to their profession
AIM: Display correct truncation of container names
Fix visible tiles revealing invisible tiles below
Fix furniture & vehicle map memory refresh
Monsters can go down ramps
Don't teleport items to the ground if the vehicle storage destination is full
Fix Free Merchants Broker price calculation of non charge based item
Skip auto sorting items that don't belong to you
Use correct actor in bulk trade messages
Your nemesis will still hunt you even if you spawn on a roof at the start
Picky eaters won't drink unsavory drinks
Corrects duplicates /the/ in martial arts techs messages
Gas masks only use charges on fields with gas_absorption_factor set
More background stories: actually access them
All weapon proficiencies can be learned by hitting
Fix items applying effects multiple times when transformed
The effect "corroding" should only be added when causing damage
Climate control was 3.7x stronger than it should be.
Allow sandwiches to be made using toast
Reduce NPC faction camp task slowdown & fix save data bloat bug
Fixed some items to cause multiple addictions
Allow NPCs to teleport without the player
## Performance:
Make `Character::best_item_with_quality` examine items non-recursively
Refactor effect types to use map indirection and enums instead of strings
Removes the ludicrous amount of OMs the refugee and research centres define
Fix Nested List lag in crafting menu
Optimize eoc processing and other fixes to speed up waiting near many npcs
Optimize pocket overflow function
Speed up new character screen, particularly when many recipes are known
Stop clearing weight carried cache unnecessarily
Precalculate visitable zones to optimize inter-monster aggression checks
Reduced wait times in high traffic areas by ~15-20%
Reduce time of selecting large amount of items in inventory menu
## Infrastructure:
Epower and power in units::power
Update compiler support. Now supporting gcc 8.1+, clang 10+, XCode 10.1+
Refactor some crafting infrastructure to support removal of charges
Unify gun battery/ups/bionic energy consumption
Modernize string_formatter
Migrate some JSON APIs to string_view
Add units::temperature_delta
Upgrade clang-tidy used in CI to LLVM 16
Allow C++ standard includes in clang-tidy tests
Refactor timer items to be a bit more time based
Support for material replacement in items
Carrier for items on ground is nullptr
Tick_action as a separate thing from use_action
New documentation on how to test proposed changes
Remove charges from solid comestibles
New item categories for martial arts manuals and traps
Update all active items to new tick action system and remove old system
Add ability to merge appliance into grid
Add JSON-based system for climbing aids.
EVENT EOCs provide beta talker
[EOC]Inventory selector
Replaced the use of the arbitrary body temperature scale in game logic with units::temperature/units::temperature_delta
[EoC] Simple if-else statement
Allow specifying vitamins by weight (mass) in items
Add more comment-commands which apply labels to issues and PRs
Migrate arithmetics function with arguments to math
Provide more options to name monsters placed via mapgen
## Build:
Support Mac arm64 build
Adds VS Code Dev Containers & Workspace Config
Allow for cross-compiling from Linux to Windows in Devcontainer
Faster local VS builds
Fast Windows iteration with llvm-lib and lld-link
Cross compile object creator from linux to Windows using Devcontainer
add object creator to releases
Add a launch and debug configuration to VS Code Dev Container
## I18N and A11Y:
Add percentage-translated statistic to language selection
Make furniture->lockpick_message translatable
# 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