Author Topic: Cataclysm: Dark Days Ahead  (Read 18131 times)

Rokal

  • Posts: 448
Re: Cataclysm: Dark Days Ahead
« Reply #175 on: October 11, 2014, 11:30:30 PM »
Perception allows you to detect traps. You need 10 to see land mines.

You need a bow that says it has slots in its examine thing to be able to mount mods onto it.

Dear Massively Statted MeTekillot,

Can I mount a flamethrower or chainsaw on my slotted bow?  I suspect this would be a good way to deal with zombears.

if your dealing with a zom bear, i'd either 1:

Run if you're fast.

2: SHOTGUN

3: hope you're damn good at close combat.

I've religiously played catacylsm for a long time, and -love- the game,that said ,my longest living character so far is 50 days, granted i haven't played the latest experimental version yet.

Survival skill. its key. TO EVERYTHING


IntuitiveApathy

  • Posts: 1171
Re: Cataclysm: Dark Days Ahead
« Reply #176 on: October 12, 2014, 04:43:12 PM »
Still 12 issues left for 0.B, three months past due..

MeTekillot, have you become a Coder God yet?  If so, make it so!
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

MeTekillot

  • Posts: 10224
Re: Cataclysm: Dark Days Ahead
« Reply #177 on: October 12, 2014, 04:49:46 PM »
I'm terrible at it, still.

Also, shortly after I started learning, the computer where I was storing the digital textbook completely fried.
we are here to hack motherfuckers up with bone swords,

IntuitiveApathy

  • Posts: 1171
Re: Cataclysm: Dark Days Ahead
« Reply #178 on: November 17, 2014, 05:40:36 AM »
0.B stable has arriveth:

Features:
Random characters have professions applied.
Brewing.
Wearable tools.
Martial arts techniques can trigger when wielding appropriate weapons.
Wing mirrors for vehicles.
Prototype hordes.
Adjust zombie speed with mods.
Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all.
You can dig down stairs with proper equipment.
Scabbards, holsters and sheathable weapons.
At high skills you can quick draw/attack with weapons.
Fish spawn as distinct creatures, and they're used for fishing checks.
Quivers for arrows.
Furniture can act as a tool.
Corpses rot and eventually disappear.
Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties.
Destroyed vehicle parts get ripped off the vehicle.
Player can start at various locations.
Special support for mapsharing installs:
  lock down debug menu
  lock players to their username
  more configurable file placement
  locks around map files
Language switch is dynamic now.
Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload.
Internal furnace and Battery System CBMs are toggleable so you're less likely to eat random objects by accident.
Spending more time near traps has incremental chance of finding them, spotted traps are remembered.
Thrown items above a trap-defined threshold will trigger traps.
You can now peek through curtains and some doors.
Smashing a broken window again clears out the broken glass (relatively quietly).
Autopickup can get at anything you can reach, i.e. adjacent tiles.
Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base.
Contents of books are unknown until first read (which is faster than usual).
Can craft recipes if you have a book in range that provides it.
Can learn recipes by practicing them.
Roof of the vehicle you're currently in is not drawn.
Faction hostility is back.
Kiln operates without player being nearby.
Radio operated items.
Switched to seed-based weather generation.
Options are only displayed when they are applicable to your build.
Can perform unspeakable acts upon zombies to turn them into your packmule slave thing.
Messages give feedback on melee misses.
Foraging is seasonal, fruits will grow each season, but once picked are gone until the next.
Pet menu to interact with friendly monsters.
Starting scenarios stitch together profession, traits, and starting location.
Picking up and dropping multiple items is now an interruptable activity.
Activatable mutations.
Heavily moddable gun platform.
Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up.
Factored windchill and humidity into body temperature calculations.
Vehicles smash items when they (wheels) run over them.
Refined vehicle/terrain collisions.
Hulks and Brutes now have a very damaging fling attack.
Jumper cables can be used to link together electrical systems of vehicles, including vehicles outside the reality bubble.
Crafting a large batch of items can apply a discount to the crafting time required.
Overhaul of "cut up" system:
  Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun).
  Cutting up returns items from each material that makes up the item.
  Cuting up most items should respect the total volume of the item.
Most terrain can be smashed now, if you can hit it hard enough.
Can turn individual vehicle engines on and off.
Filling an item with water from e.g. a river is now an interruptable action.

Infrastructure:
Switched to SDL 2.0.
Made paths configurable for packaging and installation support.
Finished pushing martial art definitions out to json.
JSONized multi-tile building generation, leading to huger buildings.
Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever.
Silenced all the warnings, now it's easier to keep new ones from cropping up.
Lots of string handling infrastructure, making translated string handling easier.
Missing tiles in tilesets can fall back to ASCII.
Saner glyph cache handling.
Components used to craft an item are stored in the item.
Debug overlay for hordes.
Improved window handling.
Generic iuse functors unify many types of iuse functions.
JSONized bullet pulling recipes.
Generic support for foldable vehicles, still need support for *crafting* them.
Encapsulation applied to map accessors.
JSONized monster drops.
Damaged fuel tanks leak fuel on the ground.
Most menus use input context now, and therefore have configurable keybindings.
Switched build to c++11.
Items can have a list of iuse methods instead of just one.
Drug effects can mostly be defined in JSON.
Scripts for querying json in tools_json_tools.
Beefed up utf-8 input handling.
JSONized NPC definitions.
Unified recipe requirements across constructions and crafting.
Better error handling when initializing SDL.
Recipes can have byproducts.
Added a standalone map layout utility.
Monsters are saved to the overmap instead of per-submap, clearing the way for horde support.
Hgamelaunch start script.
Items can spawn with variable amounts of charge.
Monster blacklists are applied consistently to all spawn code.
Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types.
Obsolete mods can be marked as such, preventing debug spam if a save containing them is loaded.

Balance:
Give most starting professions decent starting equipment.
Nether spawns near corpse spawns.
Capped skill gain from many activities, especially crafting.
Melee weapons can take wear and tear damage based on their primary material.
Categorized CBMs you can get from butchering things.
BEES!
Armor values nerfed.
Mutagen spawn rates slashed.
Overhauled mp3 player morale bonus to make micromanagement of it suboptimal.
Amount of damage blocked by a block technique based on strength and skill of blocker.
Removed acid rain until it can be made into a local event.
Nerfed speed of many zombie animals.
Starting professions supplied with cold-weather gear to match the expected climate.
Standing in a fire less likely to ignite clothes.
Lying in fire (when one or more legs is at 0HP) causes MUCH more damage.

Content:
New monster, Wraith.
Hops, barley, and molasses as brewing ingredients.
Yeast for fermenting brews and baking some bread foods.
Sugar beet as a renewable source of sugar.
Fruit wine and Brandy.
Moonshine and home-brewed beer.
Grappling hook.
Many new house layouts.
Wells and well digging.
CQB CBM that provides martial art style.
Warehouse building.
Decorative terrain and furniture.
Parasites and diseases from unsafe foods.
Curtains for vehicle doors and windshields, privacy please!
Foraging (in bushes, shrubs, trees).
Towel usable for many handy things (still not at HHGttG level).
hehe, honey.
Wearable rx12 auto-injector.
E-cigs
Motel locations.
Slime mutants can slip through tight spaces, spawn friendly slimes.
Some insect-like mutants can sip nectar from flowers (but at a cost...)
Mutagen gives you wings! (butterfly wings)
Bird mutations.
Zoose
Killed bots drop (disassemblable) broken bot items instead of corpses.
Bear mutations.
Bio operator zombie.
Spider nest basements.
Nice looking road ends and roundabouts.
Exploding gasbag zombies.
Pizza parlor building.
Wheelchairs.
Notes left by other survivors scattered all over.
Brain blob directs nearby blobs to move intelligently.
Mall location.
Several toolbox items to streamline carrying around your crafting needfulls.
Cotton and many cotton-based recipes and items.
Plant mutations.
Audit of all item prices to try and get a sensical baseline for them.
Supercharged military turrets.
Make Fedora activatable, m'ilady.
Road barricades.
Necropolis.
Rollerblades and skates.
Evac center and piles of NPCs and missions.
Bandit camps.
RC car and remote-detonated bombs, and a remote controlled lamp.
Automated gas stations.
Boats.
E-ink tablet and laptops can display recipes and act like books.
Can take pictures of monsters and view them on laptops or tablets.
Fish traps.
A "Thrilling" monster easter egg.
Riot control bot.
Extensive mutation chain culminating with player effectively joining the Marloss faction.
Extensive expansion of Marloss monsters/structures.
Various power substations, with new monsters.
Diesel added as a vehicle fuel.
Added craftable pontoon bridges.
Rat mutants can burrow, Cephalopod mutants can grow a large shell, lizards can regrow limbs.
Many new starting locations.
Curing hides and tanning leather.
Full coverage of tiles in Retrodays and MShock's tilesets!

Interface:
Expanded armor layering window.
Added way to swap panes in AIM.
Animation and duration for smoking activity.
Action menu that displays all actions in a tree menu.
Highlight things you can interact with when 'e'xamining.
Many strings are properly pluralized and have support for doing so when translated as well.
Standardized overmap building colors.
Vehicle examine menu shows used/capacity of fuel tanks and cargo space.
SDL builds can play music.
Log messages colorized.
Books colorized by category.
Different weather types get their own animations.
Save/load log messages.
Fuzzy river borders.
Scrolling text animations when things are damaged and on some effects triggering.
Lots of menus now have sorting, categories, and search.
Animation delay option.
Player can write and read sign items.
Added a menu displaying martial art style characteristics.
Perishable and rotting items colorized.
UPS no longer activatable, now act as passive batteries.
Prompt to continue studying a book until all recipes learned.

Performance:
Greatly sped up construction menu.
Overmap scrolling speed greatly improved.
Turn number added to calendar since it's called a gajillion times.
Switched a lot of large collections to use std::unordered_map() or std::unordered_set().
SDL framebuffer cache.
Extracted rain animation code from main drawing code.
Tile lookup speedups.

Bugfixes:
No bleeding effect if your armor absorbs all the damage.
Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions.
Prevent dragging furniture from hoovering up items.
Option to force software rendering to work around hardware support issues.
Players are ejected from vehicles when their seats are destroyed.
Contents of items destroyed by interacting with them are dumped instead of being deleted.
Restored function of area melee attacks.
Made various battery mods play nice together.
Prevent segfault in the unlikely case that you miss so badly that you shoot yourself.
Don't cause blood spatters when the attack does no damage.
Avoid crashing when loading a corrupted submap.
Avoid resetting creature speed to 100 when a creature is saved/loaded.
Option to disable joystick input in case you have a broken joystick.
Always practice at least one of the melee skill types when attacking.
Fixed off-by-one error that made 100% coverage armor 99% coverage.
Move critical multiplier calculaton after armor absorbs damage.
Added move cost for interacting with computers.
Use maximum heard sound for effects (such as deafness), not the sum.
Player graveyard works as intended, most recent player save is moved to the graveyard folder.
Factored weight of items in furniture into cost of dragging the furniture.
Gunmods with firing modes finally make correct sounds when fired.
Guns spawn with ammo when mapgen calls for it.
Fixed longstanding bug where displayed warmth would fluctuate wildly if your body temperature was optimal.
Prevent player from taking damage when driving over an acid puddle.
Taught zombies how to pick the right stairs.
Fixed bug where zombies can attack at range after a knockback.
Lots of window refresh cleanup.
Turrets and vehicle turrets now respect friendly status when burst firing.
Fixed a bug where monsters could see further than they should in circular distance mode (they still used square dist).
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

Pale Horse

  • Posts: 4506
Re: Cataclysm: Dark Days Ahead
« Reply #179 on: November 17, 2014, 07:59:28 AM »
Been playing the Experimental builds exclusively; I've enjoyed all of these features for quite a while :P
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Akaramu

  • Posts: 6771
Re: Cataclysm: Dark Days Ahead
« Reply #180 on: November 17, 2014, 12:09:40 PM »
There's graphical tilesets for this thing, correct?

Jingo

  • Posts: 4791
Re: Cataclysm: Dark Days Ahead
« Reply #181 on: November 17, 2014, 02:39:29 PM »
They do, but some of them are out of date. So you might be attacked by some graphical glitch zombies.
Now you're looking for the secret. But you wonít find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

IntuitiveApathy

  • Posts: 1171
Re: Cataclysm: Dark Days Ahead
« Reply #182 on: November 18, 2014, 01:43:15 AM »
There's graphical tilesets for this thing, correct?

According to the changelog, the Retrodays and Mshock's tilesets are functionally complete.  Both are included in the release and you can choose a tileset through the options menu.

I like the Mshock tileset myself (the "24" or "32" represent the tilesize) - he continued off Coleen's work which I think looks great (was continued off others' as well).  There aren't actually drawn graphics for every single item - some tiles are the ASCII equivalents (eg. a big "]" representing an item), but at least there isn't tiles totally missing which there were in Coleen's, which would show as "No Tile Found".

Apparently Brown Like Bears is good too, but I haven't tried it.
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

Akaramu

  • Posts: 6771
Re: Cataclysm: Dark Days Ahead
« Reply #183 on: November 18, 2014, 03:43:40 AM »
Kewl. Thanks!

creeper386

  • Posts: 2583
Re: Cataclysm: Dark Days Ahead
« Reply #184 on: November 18, 2014, 09:54:10 PM »
Been playing the Experimental builds exclusively; I've enjoyed all of these features for quite a while :P

Agreed.
21sters Unite!

JustAnotherGuy

  • Posts: 2053
Re: Cataclysm: Dark Days Ahead
« Reply #185 on: March 03, 2015, 03:28:31 PM »
The author of this book must have played this game.  http://www.amazon.com/dp/B007IKOK9W  (currently free on Kindle)
Or you might get me.
Quote
A staff member sends:
     "Looks like you introduced him to *puts on sunslits* the school of hard Knoxx.  YEEEEAAAAAAH"

Pale Horse

  • Posts: 4506
Re: Cataclysm: Dark Days Ahead
« Reply #186 on: July 27, 2018, 12:59:10 AM »
Thread necro:

If you haven't been playing CDDA lately...do so.

There have been an enormous amount of changes made to the "experimental builds."  New buildings, items, abilities, code changes, etc.

I started as an unwilling mutant in a lab, per my usual..and discovered that I don't know jack about lab layouts, anymore.  There's kitchens, libraries, turrets in sometimes random locations, bionic storage rooms, new zombies and critters inside that actually have a chance of breaking out and causing havoc.

And when I finally got a character to get to the top of the lab, what do I find?  The lab I'm in doesn't have an exit to the surface....because it's a secret lab with an entrance built into the basement of a random building in the middle of a city!

Outside, there's the normal locations, plus things like candy shops, state parks, apple orchards, fishing ponds, etc.

It's like a whole new Cataclysm is there to be explored.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

stark

  • Posts: 421
Re: Cataclysm: Dark Days Ahead
« Reply #187 on: July 27, 2018, 01:06:09 AM »
I'm mostly bedridden, and my allowed time sitting up is very limited, but when I'm laying down, I often watch videos of players playing this game. Would it be difficult to download and set this game up? I briefly read the docs on the website a few months ago.
What kind of jerkoff shakes a tent in the dark? Go out there and see who or what that is.

deskoft

  • Helper
  • Posts: 387
Re: Cataclysm: Dark Days Ahead
« Reply #188 on: July 27, 2018, 01:15:25 AM »
If you play MUDs it's gonna be a walk in the park to set it up. The gameplay, though, can be rough!

Rokal

  • Posts: 448
Re: Cataclysm: Dark Days Ahead
« Reply #189 on: July 27, 2018, 01:21:09 AM »
I'm mostly bedridden, and my allowed time sitting up is very limited, but when I'm laying down, I often watch videos of players playing this game. Would it be difficult to download and set this game up? I briefly read the docs on the website a few months ago.
Not at all ,its very simple, the learning curve is a bit on the steep side. You will definetly need the dwarf fortress mentality of losing is fun - you'll die, a lot.

Even veteran players lose characters a lot, the early game is often the hardest step, and the biggest mistake to make is to get impatient.

Give it a shot. Only way to learn if you will enjoy it or not.

deskoft

  • Helper
  • Posts: 387
Re: Cataclysm: Dark Days Ahead
« Reply #190 on: July 27, 2018, 01:30:17 AM »
I'm mostly bedridden, and my allowed time sitting up is very limited, but when I'm laying down, I often watch videos of players playing this game. Would it be difficult to download and set this game up? I briefly read the docs on the website a few months ago.
Not at all ,its very simple, the learning curve is a bit on the steep side. You will definetly need the dwarf fortress mentality of losing is fun - you'll die, a lot.

Even veteran players lose characters a lot, the early game is often the hardest step, and the biggest mistake to make is to get impatient.

Give it a shot. Only way to learn if you will enjoy it or not.

X2

MeTekillot

  • Posts: 10224
Re: Cataclysm: Dark Days Ahead
« Reply #191 on: July 27, 2018, 02:32:14 AM »
You can also just cheat to make your character mid to end tier in the debug options.
we are here to hack motherfuckers up with bone swords,

Hauwke

  • Posts: 1752
Re: Cataclysm: Dark Days Ahead
« Reply #192 on: July 27, 2018, 03:31:38 AM »
Even with all of the armor mutations in the game, you are not fully invicible! Remember that before charging down a pair of turrets. Because, you can kill them both if you get lucky, but otherwise they will mow you down if you are not super quick about it.

Akaramu

  • Posts: 6771
Re: Cataclysm: Dark Days Ahead
« Reply #193 on: July 27, 2018, 05:29:52 AM »
I'm mostly bedridden, and my allowed time sitting up is very limited, but when I'm laying down, I often watch videos of players playing this game. Would it be difficult to download and set this game up? I briefly read the docs on the website a few months ago.

Not difficult at all, especially if you've watched a Let's Player go through the initial setup and character generation. Just make sure to download the latest experimental build (stable is way outdated) with a graphical tileset.

It's like a whole new Cataclysm is there to be explored.

Do the normal houses have new layouts as well? Because the random homes always had impossible and ridiculous architecture and it was hurting my immersion a bit.
« Last Edit: July 27, 2018, 05:32:24 AM by Akaramu »

Pale Horse

  • Posts: 4506
Re: Cataclysm: Dark Days Ahead
« Reply #194 on: July 27, 2018, 11:38:53 AM »
I'm mostly bedridden, and my allowed time sitting up is very limited, but when I'm laying down, I often watch videos of players playing this game. Would it be difficult to download and set this game up? I briefly read the docs on the website a few months ago.

Not difficult at all, especially if you've watched a Let's Player go through the initial setup and character generation. Just make sure to download the latest experimental build (stable is way outdated) with a graphical tileset.

It's like a whole new Cataclysm is there to be explored.

Do the normal houses have new layouts as well? Because the random homes always had impossible and ridiculous architecture and it was hurting my immersion a bit.

Most of the houses still have the same layouts.  There's a lot more of them in some areas, lot less in others, etc.

That said, I'm loving a lot of the little changes that make a big deal.  Labs, for instance, seem to have completely been moved underground and hidden in cities, as far as I can determine.  That's my observation after only a couple runs, however.  And, for me at least, all the little extra site, locations and buildings help flesh things out.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Miradus

  • Posts: 2222
Re: Cataclysm: Dark Days Ahead
« Reply #195 on: July 27, 2018, 12:51:16 PM »

I use the various mods from Whaley that add new locations. There's a "seedy" building pack which adds dive bars, strip clubs, etc. (A strip club is an exceptionally good city base due to metal doors, storage lockers already, and some solid construction to make it easy to defend.) Whaley's Big River pack has a lot of neat locations too. There's moonshine stills out in the wilderness with it, plus riverside cabins or boat rental places along rivers ... both of which will often have canoes. I set up a base in one of those cabins and used the canoe to go up and down the river, foraging from cities and loading goods in the canoe to bring back to base.

Right now I'm experimenting with the new base building features. I've got a camp manager and 2 biosoldiers with me who do all the foraging and building mostly. I hang out back at camp and go kill a moose every few days to keep everyone fed. The good life.

Pale Horse

  • Posts: 4506
Re: Cataclysm: Dark Days Ahead
« Reply #196 on: July 27, 2018, 12:53:51 PM »

I use the various mods from Whaley that add new locations. There's a "seedy" building pack which adds dive bars, strip clubs, etc. (A strip club is an exceptionally good city base due to metal doors, storage lockers already, and some solid construction to make it easy to defend.) Whaley's Big River pack has a lot of neat locations too. There's moonshine stills out in the wilderness with it, plus riverside cabins or boat rental places along rivers ... both of which will often have canoes. I set up a base in one of those cabins and used the canoe to go up and down the river, foraging from cities and loading goods in the canoe to bring back to base.

Right now I'm experimenting with the new base building features. I've got a camp manager and 2 biosoldiers with me who do all the foraging and building mostly. I hang out back at camp and go kill a moose every few days to keep everyone fed. The good life.

Oh, yeah.  Forgot to mention the new base building (craft) options.

Now you can use the crafting menu to build up a base of your own and assign labors to all those NPCs you collect.  Still a work in progress, but it's pretty nifty.
Quote from: Dalmeth
I've come to the conclusion that relaxing is not the lack of doing anything, but doing something that comes easily to you.

Miradus

  • Posts: 2222
Re: Cataclysm: Dark Days Ahead
« Reply #197 on: July 28, 2018, 03:03:21 PM »
I'm not sure I really dig the new base-building stuff. I'm now on about the third tier of the base. It took FOREVER to gather enough logs. Literally a year in the game. You can send dudes out to cut down a forest up to 50 map tiles away, so it's a huge segment, and it removes the forest from the overworld. But it takes a lot of food, scaling up the further away you go. Basically you're putting food into a "bank" account which is drawn upon when they do these base missions.

My base population has got out of hand quick. I've got 14 people, which is too many for the tasks available to me. I can use about 6 people at a time. When this next expansion is done I can maybe do more.

I do have a farm expansion I built as the first free one (second tier base gives you a free expansion) and that's hugely helpful. You can send your little minion to plant, plow, harvest. That is the most efficient use of them..

The camp manager is a useless position since YOU have to assign the missions. Use your least efficient minion for that position when you start. And you have to be in the camp, in eyesight of the guy to assign the mission, tying you close to your base constantly.

I've hunted out the area around my base. Next time I'll start near a river so I can fish for food when I'm waiting for these knuckleheads to finish stuff. I've scavenged everything useful within about 3 days of travel from the base. I've read all the books I've been able to find and I then read them again aloud to all my knuckleheads to train THEM up.

I'd like to be able to set missions on autorepeat, or queue them up, or assign minimums for items so they tended things themselves a little better. CDDA is not a basebuilding sim so this bolted on thing is kind of frustrating in the level of micromanagement it needs.

IntuitiveApathy

  • Posts: 1171
Re: Cataclysm: Dark Days Ahead
« Reply #198 on: March 10, 2019, 03:10:41 AM »
0.D Stable has finally arrived, after .. years? 

I may just have to continue the story of Katta the Ugly Bride..

Quote
The Danny release is characterized by MORE. More UI polish, more features, more content, more long-asked-for changes. Itís the longest-lived and largest in every way release weíve ever done, and we hope to never do it again. Future releases are planned for roughly 6-month intervals. This release is made up of 37,604 commits authored by over 700 contributors, and it roughly doubled the number of everything in the game, items, monsters, map buildings, you name it, we doubled it.

Itís honestly way too huge to summarize in any meaningful way, but here are the absolute biggest changes, and youíll just have to dig into the changelog 152 or the game itself for more detail.

Many quality of life enhancements such as auto-pulp, autopickup, batch actions, interacting with adjacent items and improved long-action handling.
Pixel minimap for tiles mode.
Guns accept magazines when appropriate.
Player stamina stat that is burned by running and other physical exertion.
Player faction base that allows incremental growth and autonomous work by NPCs.
The player remembers terrain and furniture they have seen.
Carrying racks for small vehicles.
Vehicle system (speed, fuel consumption, terrain effects) overhaul.
Overhauled nutrition, food spoilage and food state changes (freezing).
Overhauled bomb fragment handling.
NPC dialogue support, group commands, tactical instructions and backstories.
Dynamic Lighting.
Roughly DOUBLED the amount of in-game content.
Unheard-of levels of bugfixing.
Full translations for Chinese, German, Japanese, Polish and Russian.
Head to the release page 511 for the downloads.

Check out the full changelog, if you dareÖ
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse