Stable 0.3
This content is not available in your language yet.
Gameplay
- New scenario: Play as Feral and befriend with zombies (on certain conditions).
- Added ability to manually connect and disconnect multiple power grids via voltmeter and some materials.
- Added shields to the game.
- Further improvements to Rule of Cool explosions:
- Chain explosions.
- Items turn into shrapnel.
- Custom animations.
Balance
- Improved mechs.
- Added craftable helicopter rotors.
- Water cannons can now fire acid.
- Buffed water purification methods.
- Yet more tweaks to bows (decreased damage, strength cap is now a soft cap).
- Tweaked power armor spawn locations.
New content
- Added new CBMs. Some CBMs ported from existing mods.
- A lot of locations reworked and improved.
- Expansion to the Old Guard faction.
Infrastructure
- Lab Finale rework.
- Updates to build files.
- Weapon categories for martial arts and gunmods (eases mod integrations).
- Allow NPCs to use all bionic weapons not just the hardcoded list.
- Improve code for NPC method of attack, generally improving their ability to choose weapons and attacks. Allows them to reload magazines and perform combat reloads with single shot weapons.
Bugfixes
- Multiple bugfixes related to NPC AI weapon selection and ranged attacks.
- Fixes to off-road vehicle behavior.
- Fix to the long-standing issue when not all overmap specials could spawn if there were too many mods enabled.
- Fixes to monster attacks and movement over z-levels.
Ported from later versions of DDA
- Feral humans (with additional tweaks).
- Additional achievements.