Author Topic: Official Changelog  (Read 58085 times)

Offline Whales

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Official Changelog
« on: September 27, 2011, 10:41:37 AM »
I'll be posting the changes of my commits here as I upload them.  Feel free to start a new thread in Gameplay to comment on the change as a whole, or an individual part of the change.
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Offline Whales

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Re: Official Changelog
« Reply #1 on: September 27, 2011, 11:00:28 AM »
9/27/11

Lots of features taken from cryo's patches.  Thanks cryo!

Features:
  • 0-difficulty construction practices your carpentry skill (cryo).
  • Proper calendar system (cryo).
  • Calendar makes seasons progress normally.
  • Calendar tracks phase of the moon, and night time will be lit differently depending on the moon's brightness.
  • Monsters made of wood or metal report their armor as "thick bark" or "armored plating."
  • Monsters and NPCs splatter blood when shot.  Monsters not made of flesh don't splatter (this may change for robots at some point).  Boomers splatter bile (harmlessly).  Spitters and other acidic monsters splatter acid (not harmlessly).

Bug fixes:
  • Low-battery flashlights don't subtract from light level (cryo)
  • Traps are used up when placed
  • Shotgun trap no longer reports firing a bolt.

Tweaks:
  • Skeletons slightly easier to shoot.
  • Wooden crossbow bolts slightly more likely to be destroyed.
  • Friendly fire against monsters in the path of your bullet's trajectory much more likely.  Friendly fire against NPCs slightly more likely.
  • Ranged combat uses roguelike geometry, not trigonomic geometry.  This means that firing at a non-90-degree angle will be more accurate than in the past, while firing perfectly vertically or horizontally is unaffected.
  • Purifier no longer grants stat boosts; its only effect is to remove mutations.
  • Mutating can increase or decrease your maximum HP.
  • Starting traits can no longer be removed via purifier.  In practice this means that if you acquire such a trait through mutation (say, Thick Skin), it is permanent.  This will be changed.

Code refactors / features: (Of interest only to modders / developers)
  • ranged.cpp uses many new helper functions
  • New functions for lines: slope() calculates slope, continue_line() continues a line in the same direction for a specified length
« Last Edit: September 27, 2011, 11:02:10 AM by Whales »
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Offline Whales

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Re: Official Changelog
« Reply #2 on: September 27, 2011, 01:16:16 PM »
Ahaha, I forgot to add the weather.h and weather.cpp files to the repository.  Just upped them, it should work now.

And with those added, Cataclysm's code base has reached over 50,000 lines!  Hooray for a meaningless milestone!
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Re: Official Changelog
« Reply #3 on: October 04, 2011, 11:37:05 PM »
New Update!  And it's a good-sized one!

Clean build required.  Old saves are NOT compatible.

Features:
  • Overmap generation retooled.  The wilderness is now more interesting, and that will only grow.
  • New map tile: sewage treatment plants, extends underground.
  • New map tile: trap door spider lair, extends underground.
  • New map tile: crater
  • New map tile: fungal bloom.  It's meant to have a fungal spire in the middle--a boss fight, essentially--but the spire isn't spawning for an unknown reason.
  • Fungaloids are no longer placed randomly; they now center on fungal blooms, which are always outside of cities.
  • NPC settlements removed entirely.
  • New computer functions for pumping sewage, used in the sewage treatment plant.
  • New item: concentrated sewage.  More or less useless for now; maybe it'll become a crafting item.
  • New construction: Clean Window.  Converts a broken window to an empty window in 8 minutes, no tools or materials required.
  • New monsters: wolf spider, jumping spider, trapdoor spider, black widow, yellow web spider.
  • Houses have a chance of being a black widow nest; similar to wasp nests.
  • New field: web, entangles and slows the player
  • New disease: severe poison
  • Killing ant queens causes the ant population to slowly die out.

Bug fixes:
  • Crafting item use fixed somewhat, not sure if 100%
  • Scratching due to bugs under skin interrupts activities.
  • Recoil resets upon wielding a new weapon.
  • Food that never goes bad stacks properly.
  • Stabbing weapons cannot get a bashing critical unless they are also a bashing weapon.
  • Fixed crash on canceling / invalid selection for sewing kit or scissors.

Tweaks:
  • Chances of scratching due to bugs under skin reduced sharply.
  • Portals in spawn monsters much faster.
  • Caffeine pills nerfed.
  • Silencer nerfed.
  • Effects of caffeine from any source capped at a low value.
  • Items are considered "born" at midnight, rather than 8:00.  You'll probably notice this first in milk; all milk in the world will be rotten by the time you find it.

Code Refactors
  • calendar.h and calendar.cpp rewritten.  Windows compatible.
  • game::turn is now a calendar; it should be mostly backwards-compatible.
  • New data for overmaps, overmap_special; allows for easier placement of random special finds.  See the bottom of omdata.h


Windows download:
https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1e%20win32.zip
« Last Edit: October 05, 2011, 12:35:31 PM by Whales »
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Re: Official Changelog
« Reply #4 on: October 08, 2011, 07:33:49 PM »
New Update!

Clean build required.  Old saves are NOT compatible.

Features:
  • MINES.  This is a big one, and has many other features associated with it:
    • New content inspired by the works of Junji Ito and the films of John Carpenter.  Won't spoil this.
    • Many new monsters.  No spoilers here.
    • New items.  Won't spoil these, either.
    • New computer functions
    • New way to move vertically--elevators.
  • Labs may now contain a bionics room.
  • Bionics (mostly) removed from dead scientists.  Too random.
  • New field: toxic gas
  • You are given a chance to interrupt your current activity if you are outside and the weather takes a turn for the worse (the most prominent example: you are digging a pit and it starts acid raining).
  • Spitter acid globs no longer magically fly through windows.  They will instead hit, and melt, the window (or other terrain).
  • Wreckage items added to craters.

Bug Fixes:
  • Some major lighting & day/night cycles fixed.
  • Computer terminals no longer snip off the first letter of research (and other) logs.
  • Attempting to escape a pit now actually uses up a turn.
  • Traps, inactive manhacks, and other items that are sometimes removed from your inventory after use are now removed/not removed properly.

Tweaks:
  • Moonlight set to 1 at minimum.
  • Terminals no longer reset after every function; meaning that messages are visible now.
  • Spawn sizes slightly reduced.
  • Supertaster trait removed entirely.  It didn't do anything anyway.
  • Fast Learner trait boosted back up to a full 50% increase.

Community Content:
  • cryo's curable mutations patch fixes the fact that some mutations could not be cured via purifier.  Now, anything you mutate may be cured, and anything you start with may not be cured.


Please seek out and test mines!  I tested them as much as I could, but with so much new content in there, it's possible they're buggy.
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Re: Official Changelog
« Reply #5 on: October 14, 2011, 09:40:52 PM »
New update!

Clean build required.  Old saves might be compatible but probably not.

Features:
  • Going down stairs will warn you if there's no way back up.  If you're carrying a rope, you'll be allowed to climb down the rope, creating a path back up.  If going down stairs would entomb you in solid rock (e.g. Hellmouths), the game will report that the stairs are cut off, and won't allow you to go down.
  • Monsters will follow you up/down stairs in an intelligent manner; rather than just teleporting down if they're close to you, they'll count how many turns it'd take to reach stairs, and show up that many turns later.

Bug Fixes:
  • Going down stairs is much more accurate.  Going down to a basement and winding up in a subway station should happen much less frequently, if ever.
  • Flash of full daylight right after sundown removed.
  • Bionics Manifest console command works now.
  • Recycler bionic no longer gives you nutrition as you sleep.
  • Webs no longer stack; you can't become webbed for hours by walking through 20 of them.
  • Webs are no longer placed on solid terrain.
  • Toxic gas properly hurts and slows monsters.
  • Geiger counter toggle text fixed.
  • Goo canisters produce goopit traps properly.
  • Zombie Pheromone works now.
  • Wind buffet attacks now work better, with less map alignment error.
  • Terror attacks now take away one turn at most; less instadeaths
  • Flying monsters no longer set off traps.
  • Wielding a tool that's removed after use (e.g. a beartrap) before using it no longer leaves it in your inventory.

Tweaks:
  • Dropping several items of the same type reports "You drop your plastic bottles" instead of "You drop several items."
  • Monsters now start spawning at the very beginning of the game.  Hostile ones--e.g. even basic zombies--still won't spawn for a while.
  • Monster spawning is less permissive about where they may be.
  • Internal Furnace will only burn cotton, wool, paper, and wood.
  • Ethanol Burner nerfed to produce less energy; it still gives you a lot, though.
  • Radios and two-way radios carry 100 charges, not 500.
  • Webs can be burnt with fire.  They're quite flammable.
  • Webs can be 's'mashed to clear them.
  • Craters are radioactive, most of the time.
  • Lab bionics rooms now have a very limited selection of basic bionics.  The real motherlode is in a lab finale.
  • Difficulty rating of wolves increased.
  • Krecks nerfed.
  • Movement penalty for being over your weight limit reduced and capped at 75.
  • Movement penalty for being shot reduced significantly.
  • Acid rain nerfed; you should be able to survive a half-hour in acid rain under most circumstances.
  • Acid rain only appears following acid drizzle; you'll always have that half-hour warning period.

Community Content:
  • Angle's electronics stores added.  They appear as a yellow arrow (^>v<); subway stations are now a yellow S.
  • Cryo's adamantium claws bugfix.  They now cost zero energy to retract.
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Re: Official Changelog
« Reply #6 on: October 19, 2011, 11:45:00 PM »
A minor update focused on bugfixes and minor features.

EDIT: Oops, that commit included a freeze when generating weed basments.  Fixed and re-upped.

A clean build is required.  Old saves are not compatible.

Features:
  • Repair Door, Board Up Door, and Board Up Window are now constructions.
  • Hammers and crowbars can pry off boards from boarded up doors / windows.
  • savanik's excellent patch merged.  This includes bows and arrows, craftable bows, a new Archery skill, and renames the Butchering skill to Survival.
  • Per savanik's all-too-obvious suggestion, a new psuedoitem, fire, for use only in crafting.  This allows you to cook using nearby fire!
  • Messages buffer updates when you die.  In theory, this should allow you to identify what killed you much more often, if not always.
  • This was present in the last release but I forgot to mention it; targeting a monster with a gun or thrown weapon will print the range.
  • New random map extra: Drug Deal Gone Bad
  • Two new basement types: junk basement (nothing special here) and Marijuana Grow.


Tweaks:
  • Clean Window construction reduced to 5 minutes (from 8 )
  • Wolf packs reduced in size from 4-10 to 3-6.
  • Giant worms no longer kill each other.
  • Swamp populations greatly reduced.
  • Thrown item damage greatly nerfed.


Bug Fixes:
  • Crafting using food items as a resource (e.g. cooking meth from pills) correctly uses charges, not bottles.  (Coders: see below)
  • Schizophrenics with Intelligence 0 (achieved through debuffs, e.g. pain penalty) will no longer scratch themselves to death.
  • Pressing 'g' when picking up items no longer selects/deselects all items.
  • Fixed a crash when canceling directional drop.
  • Fixed a rare crash during multidrop.
  • Warnings about dropping an item that is actually a bionic will only occur once per drop.
  • Smashing webs now works properly.
  • Fixed rare bionics showing up in common bionics rooms sometimes.
  • Experiencing an asthma attack when you don't have an inhaler will prompt you to cancel your activity.
  • Some typo fixes.


Misc/For Coders:
  • Updated the Makefile with the -pg option for profiling with gprof or similar (off by default)
  • Minor (and seriously incomplete) edit of TODO
  • Added count_by_charges() function to itype and item.  Returns true if crafting (or similar) should count this item by its charges--basically, ammo and multi-charge comestibles.
« Last Edit: October 19, 2011, 11:57:50 PM by Whales »
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Re: Official Changelog
« Reply #7 on: October 20, 2011, 07:03:42 PM »
Another small bug-fixing update.
As usual, a clean build is required and old saves are incompatible.  Wait, old saves might be compatible actually.

Features:
  • Madrawn's mod merged!  Auto-run mode means that run mode turns itself on (you can toggle auto-run with "), wild dogs that can be tamed with craftable dog food, craftable boody traps, C4, and a bionic that lets you see your scent and any monsters in your scent trail!
  • Fungal spires spawn now!  They are highly difficult boss battles found at fungal blooms.  Killing one will cause the fungus population to die out at a rate of 20% per day--a half-life of around 3 days.
  • Item wishing is much more user friendly.  Stuff displays properly, your selection is highlighted, and searching will let you scroll through multiple items.  For example, type /hammer to search for "hammer," then press > and < to cycle through jackhammer, hammer, sledge hammer, etc.
  • New monster "wish" function.  Z6 to activate it.  It works the same as item wishing for the most part; pressing f will let you make the monster friendly if you want.  After making your selection, move the cursor to pick a location to place the monster (the screen blacks out for a second here--not important enough for me to fix it right now).  Spawn friendly ants and pit them against a horde of hostile zombies for a battle royale.

Tweaks:
  • Hacking practices Computer skill a little more.
  • MF_SHOCK flag removed.
  • Fungal bed is now diggable; spores can implant there.

Bug Fixes:
  • Molotovs now properly use an entire bottle of liquor, including the bottle it's contained in.
\
  • No more crafting using items you're wearing.  This fixes crashes.
  • Backspace works properly when adding notes to the overmap.
  • Turrets can no longer follow you up/down stairs.

Code features:
  • Making a craft component have a negative count forces it to instances of the item, not charges.  It also means that the component's container will be consumed along with the component.
  • game::look_around(), the function called when the player hits ; or x, now returns a point.  If the player hits enter, the highlighted point will be return.  If the player hits spacebar escape or q, (-1, -1) is returned.
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Offline Whales

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Re: Official Changelog
« Reply #8 on: October 21, 2011, 04:13:04 PM »
New update!

Clean build required.  Old saves not compatible.

Features:
  • New items: MRE, explosive shotgun slugs, 40mm grenades (concussive, frag, incendiary, tear gas, smoke screen, flashbang), homemade grenade launcher, M79 grenade launcher, M320 grenade launcher, MGL grenade launcher, M203 grenade launcher attachment, flashbang
  • New skill: grenade launchers
  • New crafts: homemade grenade launcher, HE shotgun slugs
  • New overmap tile: Military Supply Bunker
  • New player effect: deafened
  • New monster effects: deafened, blinded
  • Card readers split into military and science.

Tweaks:
  • Battery CBMs increase your charge by 4, not 10.
  • Battery CBMs harder to craft.
  • Turrets disappear if you use an ID card, rather than exploding.
  • C4 has 6 volume, not 1.
  • Grenade blast radius decreased, fragments increased.

Bug Fixes:
  • You can craft using your weapon as a tool.
  • You can't use uncontained liquids (e.g. a puddle of gasoline) as a crafting ingredient.
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Re: Official Changelog
« Reply #9 on: October 25, 2011, 02:10:38 PM »
New update!  Figured I'd get this out there to have something new while I work on NPCs some more--they might be a while.  In addition to the listed features, lots of progress has been made on NPCs.

Clean build required, Old saves are obsolete.


Features:
  • Fire has been overhauled:
    • Items now have a "burnt" rating, which, depending on their material, will generally steadily increase while they are in fire.  This allows a fire to feed off a large item as fuel for a long time.  When an item's burnt value reaches three times its volume, it is consumed.
    • Fires generally only produce smoke if they are consuming fuel.  They may produce a very small amount of smoke if they are out of fuel, but this is harmless; very large fires may continue to produce smoke if they are out of fuel.  In practice, this means you can get a cooking fire going, and once it's at a large level, you can use it to cook without fear of asphyxiation.
    • Fire will not consume all items instantly; if you stack 20 books in a pile, and set fire to that pile, the fire will slowly burn through them rather than consuming them all simultaneously.
    • A fire that has a good fuel source will burn indefinitely (as long as that fuel remains).  Bodies are not a good fuel sorce unless the fire is very large; burning bodies will be difficult unless you cover them in gasoline or something.
    • Fires without a fuel source will die out much more quickly.
    • Fires spread over buildings more slowly.
    • Lighters can no longer be used to place fire anywhere; you must light a tile with some flammable items on it.
    • A bug was fixed which allowed fires to escape a pit--now, a fire that is in a pit (deep, not shallow) should not be able to escape it.  This makes a pit a great place to put a cooking fire, or to create a fire moat.
    • A bug was fixed which made fires more likely to expand to the northwest than the southeast.
  • FunctionZero's Gentleman Mod merged.  Includes several new items such as a suit, top hat, cigars, monocle, rapier, tea, and coffee.
  • New construction: Remove Window Pane.  Turns an intact window into an empty window frame, and gives you the sheet of glass from it.
  • New debug function allows you to instantly kill all active NPCs.  No, NPCs are not back in the game yet, but I'm stepping up testing and development of them.

Tweaks:
  • New characters may not start with stats lower than 4.  Increasing a stat beyond 14 costs double points.
  • You are no longer limited to 3 positive traits and 3 negative traits; instead, you are limited to 12 points worth of each.  This makes low-point-value negative traits more attractive.
  • XP increases at morale 0.  In fact, if your morale is 0 - 100, you now have a (morale + 20)% chance of +1XP each turn.
  • Bashing damage is less astronomical at high skill levels.
  • Critical hit calculation overhauled.  To score a critical you now need to pass two of three checks: A weapon to-hit bonus check, a skill check, and a dexterity check.  See the table at the bottom of this update for how it works, precisely.  This makes weapon to-hit bonuses and starting Dexterity more important.
  • Dodging is only practiced EITHER if your skill level is lower than the attacking monster's melee skill, OR if you fail the dodge check.  This eliminates the "necromancer dance" exploit.
  • All constructions that require a hammer can now use a hatchet instead.
  • Home-made grenade launcher recipe uses the launcher skill, not the guns skill.
  • Spoiler: Mine Ending Tweak (click to show/hide)
  • Tear gas no longer slows/paralyzes monsters.  It makes them stumble, blinds them, and does minor damage (major damage to plant-based monsters)
  • Explosion shrapnel is more deadly.
  • Flashbang explosions are much quieter--they have the same deafening power, but won't attract a zillion zombies.
  • .22 CB and .22 rat-shot weakened.
  • MP3 players last much longer.
  • Grenades have much more shrapnel.
  • You can use the Enter key to select a target when throwing or firing a gun.

Bug Fixes:
  • Constructions that require more than one tool display them properly.
  • You can not build a water purifier using nearby fire as a component.
  • Number of save games no longer capped at 16.
  • Electrohacks can't open more than one door in a supply bunker.
  • Rare crash on consuming items from the player's inventory fixed.
  • Consumption of charges from ammo fixed--you'll no longer be left with batteries (0).  This also fixes a crash involved with 0-charge ammo.
  • Necromancers can only raise zombie corpses.
  • Military supply bunkers shouldn't ever have their stairs cut off.
  • Bows and grenade launchers cannot be modded.


Critical hit table:  At some point I'll make this visible in the game.

Chance of Crit6.25%12.5%25%33%55.6%70.4%80.25%
Weapon to-hit bonus-3-2-10123
Skill0123456
Dexterity567891011

You must get a crit in 2 or 3 of these categories in order to benefit from the effects of a critical hit.  Each roll is made seperately; with a to-hit of 0, combined skill of 3, and Dexterity of 8, you must make at least two one-in-three chances to score a crit.

"Skill" is your skill in the weapon's category (bashing, cutting, piercing, unarmed), plus your melee skill / 2.5.  If the weapon belongs in more than more than one category, your strongest skill is used.

Note that this table is incomplete; Dexterity of less than 5 provides even worse chances, and Dexteirty of greater than 11 even better chances.
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Offline Whales

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Re: Official Changelog
« Reply #10 on: October 25, 2011, 04:26:50 PM »
Update broken saves and the morale thing had the opposite of the intended effect... haha.  Fixed that now.
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Re: Official Changelog
« Reply #11 on: October 27, 2011, 03:24:13 PM »
A little update just to get a couple things out there.

Build it clean, delete your saves.


Features:
  • Savable character templates.  Once you have your character designed, hit S on the last tab to save it as a template.  The next time you create a new character, you can load up the template.  I've packaged a few templates along with the game.  If you don't like them, you can delete them (and any templates you make) from the data directory.
  • The randomized templates (student, police officer, doctor, etc) have been removed completely.
  • FunctionZero's Technology Tomorrow mod, featuring a few new high-tech guns.


Tweaks:
  • This is practically a bug fix, but critical chances in melee have been fixed and reworked.
  • Tea and coffee don't require any skill to make (but they will practice cooking skill).
  • Royal Jelly cures bad poisoning (e.g. from black widows)
  • XP generation at 0 morale decreased from 20% to 8%.


Bug Fixes:
  • If an NPC uses a teleporter, they will teleport, not you.
  • Pulling boards from a window gives you 8 nails, not 12.
  • That infamous firey inferno bug, which compiled okay on linux but not on Windows, is officially fixed.  :-[
  • Dodge is only practiced if your skill is below the monster's attack skill, not above.
« Last Edit: October 27, 2011, 03:27:03 PM by Whales »
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Re: Official Changelog
« Reply #12 on: November 02, 2011, 02:51:45 PM »
First commit after getting power back!  Hooray!  It's small, but hey, it's something.

Clean build required, saves incompatible.

Features:
  • Crafting rewrite.  The way that components are used up is more intelligent.  You can opt to use some ingredients from your inventory, and some from the ground.  New items don't get a magical container out of nowhere.  Crashes should be much less common--please report any you encounter.
  • New item: bayonet.  Adds stabbing damage to guns when used in melee.  Craftable with level 1 in gun skill.

Bug Fixes:
  • Some memory leaks fixed.
  • You can reload a flamethrower from a gas pump properly.  Flamethrowers go "Fwoosh!" not "Plink!"  Flamethrowers leave a short-lived spot of flame on the ground (of course, it can spread and not be short-lived at all, if fuel is available).
  • While setting a C4 timer, setting to '0' will cancel the use.
  • Layout in some lab finales fixed.
  • ! saves a character template, not S--so you can use S in a character name.
  • Some typos fixed.
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Re: Official Changelog
« Reply #13 on: November 06, 2011, 11:24:58 PM »
New update!  Many bugfixes and some neat triffid stuff.

Clean build required.  Saves incompatible.

Features:
  • Triffid Groves.  You'll see several on an overmap; these are the "nerve center" of triffid infestations.  Find one, journey deep into the root system underneath, and kill the Triffid Heart to make all triffids start to die out.
    • Four new triffid monsters, only found in the triffid groves and root system.  Each features all-new behavior and attacks.
    • Three new map types: triffid groves, triffid roots, and triffid heart.
    • New player effect: sap-coated.  New field: glob of sap.
    • New item: biollante bud.  Useless right now (except as a trophy), but it will see various crafting applications in the future.
  • New construction: Spike Pit (traps a pit with several wooden spears)
  • Speed buffs/penalties from temporary effects (e.g. meth, poison, and more) display properly in the @ screen.

Tweaks:
  • Petrified Eye thieves will no be pursued quite as viciously.
  • Tear gas blinds monsters for significantly longer.
  • Using an electrohack to force lab (or other) doors open permanently breaks the card reader; this prevents grinding.
  • Spacebar cancels picking up items, instead of confirming.  Only Enter will confirm a pickup.
  • Bayonets can slice or stab.
  • You're only prompted if you want to bury a beartrap if attempting to place it somewhere that's actually diggable.
  • Mine shafts are now accessable via elevator or ladder.
  • Triffid Queen attacks can break up floors and pavement.
  • Turrets now take one turn to target the player, and then can start firing at them their next turn.  This makes turrets less of a "surprise, you're dead" situation.
  • Giant Bees are no longer an "animal" for the purposes of the Animal Empathy trait.
  • Flying Polyps nerfed.  To a degree.

Bug Fixes:
  • Fixed a couple more crafting bugs.
  • Keypad enter should work properly (thank you, FunctionZero).
  • Run Mode message correctly tells the player to hit ' to ignore a monster, instead of spacebar.
  • Climbing a rope down into a half-broken staircase will leave you with the rope to climb back up.
  • If someone forgot to code the inventory for a monster that drops items, the game will warn you and no items will be dropped; instead of a warning and then a crash.

Misc Code Notes:
  • Compiled with -Wall for the first time in ages; tightened up some memory usage and cleaned some stuff up.
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Offline Whales

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Re: Official Changelog
« Reply #14 on: November 15, 2011, 05:14:20 PM »
New release!
Sorry it took so long.  But it's a pretty big, interesting update.
Clean build required.  Saves... maybe compatible.  I wouldn't count on it.
I'll be catching up with some of the cool recent mods pretty soon.

Features:
  • Random artifacts.  Yup.  They are pretty cool and will only get cooler.  They are also pretty hard to find, and only appear in a couple dungeons.
  • Temples.  They're much shorter and simpler right now than I envisioned, but they'll get better in the future.  They are trap and puzzle oriented.  This comes with lots of new traps, terrain types, and more.
  • Integrated Toolset overhaul.  It's now a crafting component in its own right, and as such will only work in certain recipes, or to replace certain tools.  It works as a hotplate or a soldering iron, but doing so will drain your power.
  • cryo's audible monsters mod.  You can try to locate nearby monsters by the sound they make when moving.
  • Sewer plant computers allow you to map out the sewers.
  • Items have a poison level.  This removes the hard distinction between clean water and dirty water; you can no longer tell which is which via the crafting level, or other tricky methods such as stack compatibility.  It also means that some water may be worse than others; for instance, water from the sewers is going to be much worse than water from a toilet tank.

Tweaks:
  • Weather updates every 2 hours, not every half-hour.
  • Really loud sounds will always reduce the spawn counter by as much as possible.
  • Fleet-Footed no longer reduces the movement penalties from encumberance (foot, mouth, legs).
  • Items rust more slowly.
  • Falling a Z-level onto a trap will trigger the trap.  If you step off the ledge in a missile silo, you will fall all the way down to the bottom of the shaft, and probably die a horrible death.
  • Portal generator--still a useless item--has had its charge levels and use tweaked.
  • Gozu may appear.
  • Toxic gas in mines will spew from a vent endlessly, rather than just dissipating harmlessly.
  • Monsters at portal map extras are much less deadly.
  • Flying Polyps tweaked to be weaker.
  • Ant Queen has a more interesting--and more deadly--special attack.
  • Triffid Heart attack tweaked.  Triffid Heart death throes more interesting.
  • Overmap search function improved.
  • Minor butchering tweak.
  • Gourmands don't eat food quite so fast.
  • Damage from pits and spiked pits reduced a bit.

Bug fixes:
  • Static spawn monsters are more stable.  They should stay put if you flee, if you traverse stairs, if you die, save or quit.  Thus, fleeing a fungal spire will no longer mean it'll disappear forever, removing the chance to eliminate it and start fungal die-off.
  • Crash when the fire you're cooking with goes out mid-recipe fixed.
  • Food in bars is no longer eternally fresh.
  • Cornering ant tunnels are built properly.
  • Lab bionics rooms won't have doors leading right into the bionics chamber.
  • When monsters polymorph, their HP% will be maintained in their new form.
  • Temperatures for winter/fall weather were reversed.  Switched them to be correct.

Misc code notes:
  • Updated code_doc/TODO
  • color_to_int() and int_to_color() functions making saving colors possible.  Right now it's only used for saving artifacts.
  • New save file: save/artifacts.gsav.  Edit at your own peril.
http://twitter.com/#!/whalesdev  - my tweeter, for frequent updates.