Stable 0.4
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Content
- Add fireflies
- More things to please pyromaniacs
- Rebalanced crossbows, added in new crossbow weapon mod.
- Added in new item, electric lighter, as well as a recipe for it and updated itemgroups to include it
- Added in two new kinds of sandwiches.
- Add bronze options for basic cutting tool, hammering, and woodcutting
- Allow crafting the smaller engines, make components vary more, destroyed engines drop engine blocks
- Port jarless sourdoughs from DDA
- Add a bastion star fort to spawn cannons, use a more appealing layout
- Changes fermenting pickle jar, fermenting eggs jar weight, volume, bashing because they’re wrong.
- Prettier ear/tail mutation graphics
- Mainlined Stone Chisel from Magiclysm
- Add a construction entry for converting street lights to use local grid power as a lighting option
- Allow deconstructing street lights for parts, use them in more locations
- Makes parking garage elevators work
- Add arming cap, iron and bronze face masks, and bronze version of arm guards
- Add a percussion cap shotgun to represent blackpowder hunting spawns and add more use of the underutilized 20 ga percussion ammo
- Working elevators for apartments and office towers, also garage doors
- Add variants to stockings, glove liners, fingerless gloves
- Add plated leather boots, gauntlets, and helm; rework set to fill autolearn iron-tier niche
- Made elevators work in aftershock reactors and hospitals
- Merchant price-fix for .223 magazines and two bionics.
- Rivtech ammo mainline and changes, followup from #3088 and #3082.
- Add pressure cooker recipe
- Making sulphuric acid from sulfur and water.
- Add Omelettes
- Finish up mapgen renovations for Urban Dev mod
- Removed dead obsolete mods
Balance
- Update Prove You’re A Survivor mission to be more clear about time requirement, reduce from 10 days to 7 days
- Add growth scaling world option to control speed of crop growth instead of directly binding it to season length
- Rework EXP table of Stats Through Kills to scale more sanely relative to EXP values of slain monsters
- Removed molasses from sugar production and made it a byproduct of sugar”
- Made bionic claws as good as the monomolecular blade.
- Zombie dogs and zombie german shepherds now have hides
- Universally change chitin from bone to skin, and add specific harvest messages for chitinous animals.
- This PR changes the weight of tea leaves to be more inline with reality”
- Consistency updates for flintlock, 20ga, and blunderbuss rounds
- Gas turbine weight reduction according to real life equivalents
- Add street lights to city locations, H-P
- Rebalance power of steam turbine to a 1 MW turbine like the small gas turbine, lower weight
- Place street lights in areas previously updated to be more consistent
- Lower the warmth values for nomad gear and scavenger gear
- Consistency updates for explosive/flammable arrows/bolts, allow using impact fuses in recipes
- Give acid fired out of a water cannon acid trail effects instead of using emit_actor hackery
- Voltmeter & pH rebalancing
- Give shotshells baseline dispersion, consistency updates for scrap shells, paper shot, birdshot
- Some changes on certain comestible
- Prying nails correctly deconstructs reinforced boarded window
- Make clean water recipe using purification match efficiency of activating water purifiers
- Canned tomatoes should no longer appear half-full in their sealed containers and with the wrong amount of calories
- Add option to install other vehicle batteries as grid batteries
- Made animal ears and tail mutation considered beautiful
- Add the steel and superalloy armor mod option to more gear related to items already moddable
- Gave the new BIOPROOF flag to the robots
- Adds recipes for existing clothing items
- Copper, aluminum, and bronze ingots have more consistent densities; sanity-check production of bronze and how aluminum is used; add recipe for aluminum ingots
- Bring back deconstruction of pewter items, reimplement salvaging tin from cans via electroplating using new larger can sizes
- Set armored gauntlets and boots to be steel/leather, to be plate-tier instead of iron-tier
- Standardize draw costs of holsters and sheathes, make sheaths not faster than blink of an eye to draw, add wrist holster and sheath for fast handling of small items
- Flintlock ranges have been tweaked. Shot ammo removed from the rifle and rifle range doubled.
- Mining solid rock gives as much stone as mining large boulders, related stone surfaces give as much rock as medium boulders
- Increase soil yield from digging back up to an amount more in line with construction demand, belated sanity-checking for bashing rammed earth walls
- Ankle holsters, holsters, and XL holsters can now hold a wider range of guns
- More gunmods use integral volume to reduce bulk on weapons they’re installed to
- Adjust hit_difficulty to that critical hits will target vital body parts more often than limbs
- More shotshell adjustments
- Buffed shotgun shells, nerfed feral biker shotgun.
- Lowered SPAM morale penalty
- Sewage pipes and pumps are deconstructable into their bash products
- Fixes the few normal guns I left out of the previous Nested Guns and Everyday Carry PRs
- Port the recipe to craft a body pillow from DDA
- Port over a version of the DDA itemgroups for guns being carried by monsters.
- Glass jars, flasks and bottles have weird convoluted ways of re-forging #### Describe the solution
- Simplify broken limb mending
- Port ‘Spawn guns and related mags together’ from DDA
- Remove angle grinder from wall_floor_glass_removal_standard, lower CHISEL and PRY requirements
- Tool quality and other time-saving factors now impact fatigue and other needs penalties from digging
- Expand options for tools that can press paper, neoprene, and glass sheets
- Increase the energy output so that you can go to the plus even when you turn on all possible bionics
- Feral survivors can no longer tame animals or become marloss vectors, some improvements to monster behavior with feral survivors
- Above-average strength steadily reduces stamina cost of melee attacks, rework how dexterity affects movecost of melee attacks to match
- Streamline book morale checks slightly, fix multiplier on spiritual books, add support for psychopaths liking morbid books
Bugfixes
- Add missing id_suffix to nitric acid recipe.
- Fix bronze dagger recipe overriding steel dagger
- Fix ammonium nitrate recipe
- Allow using jacking tools from vehicle cargo
- bodypart layer ordering UI not displaying
All
first (again) - Fixed search in crafting menu by description
- Add faction owner to Isherwood cabin and horse farm items
- Fixed the electric lighter’s description saying you cannot craft it.
- Fix CTD after wearing power armor
- NPCs no longer phase through solid rock when climbing
- armor layer not showing all first
- Emit debugmessage on non-rigid armor capacity <= 0
- Fix blueprint construction zone functionality
- Add casings onto dissasembly recipie for M433, M576 and M651 grenades
- Prevent a rare UB in sounds
- Add s_electronics_2 to multitile city buildings
- Cost of starting fire with bionic should match activation cost
- Fixed generating power from Joint Torsion Ratchet in vehicles
- Fix failing tests due to inconsistent ordering of encumbrance display
- Item summoning spells should respect ‘Keep hands free’
- Fix FPE on disassembly of very low volume books
- Set required intelligence for Playboy magazine to 0
- Only NPCs should be dropping items automatically when overencumbered
- NPCs drop items if overburdened instead of just overvolume, merchant restocking fix
- Fixed infinite loop in mine gen
- Fixed mission names misused as mission description
- Update use of REACH_ATTACK flag in sdltiles.cpp to fix check failure
- Use std::optional for
best_mode_for_range()
- Prevent stepladders from player to sink down a floor
- Removed unused itype from character_functions.cpp
- Fixed flintlock long rifle not spawning anywhere
- Make unused 22lr casing stackable
- Fix bike shop street lights being placed on wrong sidewalk tiles, update No Hope version
- Strict JSON warnings when loading new mutation tileset
- Fixed odd mapgen in house basement
- Fixed some issues with displaying item’s mods counter
- Port over fix for deconstructing furniture over carpet, time change
- Set it so resuming a partial construction can be resumed in the dark if it’s marked as being doable in the dark
- Fix Typo in Faction Camp Workshop
- Fix Repair Nanobots
- Check mapextra ids for regions
- Revert one per minute frequency addition to npc::regen_ai_cache and fix cache invalidation
- Prevent monsters from wandering into an attack across zlevels when fov_3d is off.
- Fixed failing android build caused due to ndk version
- NPCs being immortal and crashing the game
- Reworked lake shore mapgen for better connection with rivers
- Missing tile on horse ranches give a wooden floor outside
- Fix NPCs eternally drowning after being thrown into deep water despite afterwards getting out of it
- Broken symlink breaking MSVC builds
- Fix No Hope palette override lacking terrain that caused the game to error on load
- Companion NPCs told to only attack what the player attacks no longer charge approaching enemies unless you’ve actually attacked the target first
- Made documentation page redirects relative to fix edge cases
- Set difficulty of new tailoring recipes to correctly be above the booklearn levels
- Proper river shores under bridges
- Fixed some issues with bridge\road generation on overmap edge
- Fix up abstract used by 20 gauge percussion shells so they don’t drop shotgun hulls, standardize naming convention
- Fixed generation of disconnected bridges
- Hotfix made to fix deploying github pages
- Fix CTD on debugmsg with no Lua instance
- Prevent auto-eat code from selection items with use actions to avoid Y/N queries softlocking an auto-eat attempt
- Add UNSAFE_CONSUME to several foods that triggered query on eat, to prevent them from softlocking when placed in an auto-eat zone
- Fix misaligned elevator not working due to misalignment
- Fixed turrets aiming moving vehicle it cannot see
- Turn in cattail stalk first then the bag
- Smoother rivers connections on overmaps edges
- Fixed nested_aksemi in nested_guns.json by actually using aksemi
- Fix rural/farm houses having empty toilets and dressers
- Hotfix build failure do to missing vehicle_part.h inclusion
- Set burnt vegetation map extra to not leave deep pits hidden under ash piles
- Fixed ‘Item canister_empty was loaded with charges’ error
- Fixed segfault caused by attitude check when monster shooting vehicle
- Made ‘Submit a bug report on Github debug’ work correctly on windows
- Allowed speedloader capacity to be smaller than gun’s capacity
- Made lua docs generator run in headless mod in tiles
- lua compilation warnings
- Fixed broken curses build caused by #3086
- Fix the Unknown Recipient mission
- debugmsg on invalid sfx path on game startup. add more info to sfx error debug log
- prefer renderers other than software for performance, fixed clang-tidy warning for font options
- Fix
scan_new_items()
and add tribute to infinite loop counter, various fixes to NPC AI. - Port over cap to stim-induced asthma attacks and effect from inhaler use, additional rebalancing
- Prevent vehicle part installation on mountable terrain and furniture
- Port over DDA PR changing salvaging to go by weight instead of volume
- Security camera doesn’t overlap vehicle doors anymore
Build
- Silence more lab type warnings
- Enable Lua in manual releases
- Silence lab type errors
- Fix tidy warnings
- Follow-up to #3258.
- Add helpful comment instruction on automated format
- Only deploy docs when needed
- Reverts cataclysmbnteam/Cataclysm-BN#3349
- Validate that template extraction works
- Trigger workflow check on merge queue (for this time, real)
- Always run build matrix test for merge queue
- Fixed clang-tidy warnings
- Fix merge queue ignoring status checks
- remove extra ’;’ to make compiler stop complaining
- Properly remove stale test user dir
- Fix compile error on MacOS curses
- Ported various ccache and build improvements from DDA
- Used merge queue to prevent build breakages
- deduplicate setting up library for w/wo tiles in CMake
- Remove obsoleted chkjson
- Removed obsolete github actions workflow
- Skip docs/script only changes in PRs and commits, but format them
- [DDA Port] Various improvements to CMake builds
- remove extra ’;’ to make compiler stop complaining
Features
- Ported & merged over fix https://github.com/CleverRaven/Cataclysm-DDA/commit/7445cfe0db80d4f5d43d5f099c4ef5cd19cf99d0 to BN
- Add bastion fort as a starting location for Large Building, Ambush, and Next Summer
- Add flashlight functionality to the Shock Tonfa
- Addendum to https://github.com/cataclysmbnteam/Cataclysm-BN/pull/3275
- Removed checks for pushing or swapping friendly monster
- Adds BIOPROOF, a new monster immunity flag for biological damage
- Allow elevators to transport vehicles, and choose arbitrary floor
- Made ladders work like ramps and ledges auto-examinable
- Added debug command to export vehicle as its JSON representation
- Add an option to draw bullets as lines
- Uninstalling bionic complications yields burnt-out bionics instead of CBMs, replace spawns of useless bionic fault CBMs in cyborg harvest with bionic components
- Port - Decouple encumbrance, max_encumbrance and coverage in armor on a per bodypart_id basis
Interface
- Overhauled encumbrance UI
- Grey out incompatible ammo in reload menu
- Set small battery furniture to not look like lockers
- Using blood draw kit now asks what container to fill, only defaults to filling the item if you cancel
- Show monster immunity in extended description
- Update external tileset
- Change RPG-7 ammo to have organized names
- Vehicle speed is shown when cruise control is disabled.
Infrastructure
- Ported lockpicking migration and JSONification
- Ported items flags optimization from DDA
- Add docs for alternative_mutation_tileset.png
- Mark monster_speed_trig as mayfail
- Fix stale config remaining between test invocations.
- Add external tileset guide to doc page
- issue and pr template improvments
- Move lang/notes to docs site
- Fixed broken wiki links in documentation site
- Fixes Pull request template links
- Add two documents to the doc site
- License newly written typescript (and other) contributions under AGPL-3.0-only
- Lua mods can now use non-strings as keys in storage table
- Warn when running x32 game on x64 system
- json Move makeshift glaive from tools category to weapons category
- Create a new documentation page for better accessibility
- Improve behavior if on first game start SDL window creation fails
- Apply automated formatting commit to PRs using autofix.ci to improve PR formatting experience
- Simplified formatting doc/ path with deno
- Used f-strings for python scripts for readability
- Separate vehicle.h with vehicle_part.h
- Update vehicle tests
- Update experimental link in readme
- Fixed documentation typo on
price_postapoc
- Allow preloading all variants of sfx
- Update stable release link for Korean readme
- Fix stable badge link
- Add a kill_tracker check for achievements. Allow newly added achievements to ongoing games.
- Replace fahrenheit usage to celsius in codebase, part 1
- Bring back Lua
I18n
- You forgot the s
- fix translation generator script ignoring JSONs
- fix SPECIES not in needs_plural breaking translation
Performance
- Remove unnecessary check for lifting equipment if unnecessary and store nontrivial calculations in variables
- Prevent lag caused by frequent sfx
- Fix dead state caching again
- Change frequency of NPC cached weapon value update
- Port character dead state caching from DDA
- port inlining of sm_to_ms_copy function for performance gain
- Speed up item::has_flag calls
- various debug.cpp improvements
- Ported performance PRs by Aivean from DDA
- DDA Port: Stop copying regional settings for every overmap
- Port Advanced Inventory Management UI update optimization from DDA
- Rework has_trait_flag to check mutation cache instead of all traits, overhaul with support for trait flag strings leading to IDs instead of using std::string
Mods
- Added Goblins, Dragonbone weapons, and armor mods
- Implement ‘extend’ for magazines
- Made Krabgeks and Black puddings use monster versions of spells, rather than the player versions. Nerfed Necrotic Gaze.
- Made ‘Prevent Zombie Revivification’ and ‘Limit Fungal Growth’ as default-enabled mod
- Rebalanced Magiclysm Spells, adjusted Lizardmen stats.
- Allow recipes to declare
NUTRIENT_OVERRIDE
flag to ignore components used - Various Miscellaneous Magiclysm Balance Changes, primarily to Monsters
- Magiclysm dragon meat can be cooked
- Stop aftershock mapgen turning the world into ocean
- Porting equipment enchantment recipes from DDA version of Magiclysm