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Cataclysm: The Last Generation is a single-player turn-based post-apocalyptic survival game. Based on the all-time classic Cataclysm: Dark Days Ahead, The Last Generation tells the story of a world where the dead walk, alien horrors stalk the land, and the fabric of reality as we know it has come undone. Despite all this, a few unlucky souls yet survive, and whether the last generation of humanity is destined to die off, or to become something fit to survive in this brave new world is up to you.

TLG's primary aim is to preserve Cataclysm's depth and respect for plausibility while refining what it has always done best as a game, foregrounding character progression and immersive life sim elements in a world that will put your survival skills to the test. Dig through the wreckage of shadowy government conspiracies to uncover the truth about the Cataclysm, form your own band of survivors, and adapt to the myriad threats by expanding your arsenal, installing military-grade bionics, or mutating into your own kind of monster.

Trailer music "Splatterpunk" provided by Karl Casey @ White Bat Audio.

Cataclysm: The Last Generation
Worm GirlDeveloper
Worm GirlPublisher
2025-07-11Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (87 reviews)
Public Linux Depots:
  • [0 B]
Quick Fix 1/1/2026

  • The recent battery update was a necessary thing, but it was producing a lot of very strange results. Standard flashlights were burning through light batteries (which are AAs or 9 volts) in just an hour or two.

    [/*]
  • Flashlights now burn a much more realistic 750mW instead of the 1560 (?!?!) that they were burning before. This means that a standard flashlight will stay lit for about 4 or 5 hours, which is much closer to what you\'d expect IRL.

    [/*]
  • Heavy-duty flashlights are relatively unchanged. This item is a big mag-lite type thing that uses a medium battery (a lithium battery like in a phone or vape pen) rather than a AA. It\'s brighter but less efficient, and so will only stay lit for around 3 hours. At least it\'s waterproof and you can bonk zombies with it.

    [/*]
  • Stun guns now drain 2 power instead of 40, so you get about 28 uses before their batteries need charging.

    [/*]
  • Locked smartphones had the wrong charge value, at 120 instead of 56. This has been fixed.

    [/*]
  • AR glasses and advanced AR glasses now use internal batteries which need to be recharged. They have a much bigger capacity than before.

    [/*]
  • Updated the description for the bionic patient profession to reflect it using a cable charger now.

    [/*]

[ 2026-01-01 21:06:45 CET ] [Original Post]
Updates 12-31-2025

  • Added a static recruitable helicopter pilot NPC to the refugee center. They are in a chair near Makayla and the Old Guard Representative. This NPC gives you a fairly difficult escort mission, at its completion they will join you and can teach helicopter piloting, or you can switch to controlling them and have them fly you around. You will passively and automatically train the proficiency by watching them as a passenger, so either way, you now have a way to learn how to fly choppers. The NPC can be asked to wait during the escort mission, allowing you to go on ahead and do the hard parts.

    [/*]
  • NOTE: A bug still exists where escorted NPCs can get stuck sometimes. This occurs when the NPC decides to pulp a zombie corpse (they will only do it if one is in reach) and then they get interrupted, usually when the player or another NPC also tries to pulp it. This will need to be fixed at some point, but in the meantime you can manually reset the NPC by going to the debug menu -> edit player or NPC -> edit attitude -> following. This will get them to stop \"performing a task\" and go back to normal.

    [/*]
  • Backported the overhaul DDA made to batteries in 2024. I had been putting this off because I wanted to make sure I could do it all at once, and now I have.

    [/*]
  • A great many devices no longer have replaceable batteries, and instead need to be plugged in. You can do this in a vehicle, but it may be time to learn how to set up a power grid.

    [/*]
  • Made a lot of TLG-specific minor improvements and simplifications to batteries and the items that use them.

    [/*]
  • Backported a fix from DDA to faction camp NPCs freezing the game when returning from missions.

    [/*]
  • Removed the radiation biomonitor. There is no such device in real life, and if you\'re about to argue for a high-tech futuristic one, there\'s already a CBM for that. Otherwise, wear a radiation badge or use a Geiger counter and just try to eyeball how long you\'ve been exposed and how intensely. That\'s what they do IRL.

    [/*]
  • Renamed the Integrated Dosimeter CBM to the Radiation Biomonitor CBM to make it more clear how it works and what it does. Also re-described it which may answer some of your questions about why this has to be an implant and not a wearable.

    [/*]
  • Aiming a ranged weapon at different Z levels will now immediately update the lighting cache. Previously, you would be unable to see what the light looked like on that level unless you aimed there for one full second or more. This brings aiming in line with looking around using the x key.

    [/*]
  • Fixed a crash that would happen when pressing escape to back out of the pocket priority prompt in pocket settings.

    [/*]
  • Backported a bunch of item_factory stuff that should have no effect on gameplay.

    [/*]
  • Fixec (I think, it\'s annoying to test) an issue where NPCs who were extremely underweight could cause an integer overflow by auto-eating out of the faction camp larder way too quickly and thereby get bugged or instantly starve to death.

    [/*]

[ 2026-01-01 00:59:52 CET ] [Original Post]
Updates 12-28-2025

  • Fixed an issue with the Shark Teeth mutation causing an unpadded armor penalty. Your teeth are now padded, by your gums.

    [/*]
  • Backported some fixes to how zzip was working from DDA.

    [/*]
  • The fitness tracker on the smart watch and fitness band have had a number of improvements. They now display an estimate of your cardio fitness and sleep deprivation, which are two metrics that were formerly mostly invisible despite the fact that they\'d be fairly obvious to the character and are very important to the player. They were also previously giving perfect information, which the devices in real life do not do. There\'s now a minor bit of noise added to many of their estimates, just to keep you guessing.

    [/*]
  • When interacting with a bulletin board in a settlement you do not own which is not currently populated, you are no longer prompted to take the place over. You can still run around and loot everything if you want, but the game doesn\'t suggest that you do so.

    [/*]
  • @scale2x fixed a bunch of metal prices being way too high.

    [/*]
  • @scale2x also fixed a few guns not having a category suffix (e.g. rifle, pistol) in their name.

    [/*]
  • The Pressin and particularly the Obrez no longer have bizarre stats.

    [/*]
  • Added cardio fitness tools to debug so I can actually see what I\'m doing when I work on that stuff.

    [/*]
  • Faction camp food stores will now rot at the same rate as the food you distribute, rather than clumsily fudging it. Distributed food is not considered to be refrigerated or frozen even if it was when you clicked distribute, so remember only to distribute food that\'s going to get eaten before it goes bad! This is a change I\'ve been trying to backport from DDA forever, and I\'m very glad to say it finally works.

    [/*]
  • The faction camp menu in # no longer shows NPC hunger, as hunger was never really implemented in DDA and does not surface information which is meaningful to most players. Instead, it shows body weight. NPCs will only eat if they\'re underweight, so it\'s a much more useful metric.

    [/*]
  • NPC behavior re: eating out of the larder (passively, and after missions) should be handled much better now overall.

    [/*]
  • Grip score now matters for grab strength, but is floored at 50%, so a pair of mittens will make you way worse at grappling, but they won\'t make you totally useless at it.

    [/*]
  • Grab strength was underpowered compared to what monsters get, so it now checks your character size and melee skill as well as strength and unarmed. This is an overall buff and means that your grabs are roughly as good as a zombie\'s of similar size, strength, and skill to you. That is not to say you should expect parity with something like a grappler or wrestler, as those have unique adaptations that you lack.

    [/*]
  • Fixed a bug where switching characters while grabbing would crash the game.

    [/*]
  • Players were unaware that they could look up and down while aiming because they were using pgup and pgdn instead of < and >. For reasons unknown, next target/prev target were bound to those keys in the aim window. Those keybindings have been removed by default. You can now toggle targets with tab and shift+tab. Note that this may not take effect if you are using an existing config directory. If you want this change in that case, simply go into your keybinds and remove npage and ppage from previous target and next target.

    [/*]
  • Fixed an issue where it was possible to move the aiming reticle outside of the range you could actually throw/fire your weapon.

    [/*]
  • Grappler zombies and others who were using ranged_pull have had their range reduced from 5 to 4 tiles.

    [/*]
  • Trapped tendrils will no longer be quite so noisy.

    [/*]
  • Trapped tendrils now properly use circular distances when calculating their reach.

    [/*]
  • The aircraft carrier now only spawns in the ocean. It has a game-breaking amount of loot on it and was too easy to stumble across. It needs to be a much harder location with much more evidence of the apocalypse, but for now just making it way harder to find is a start.

    [/*]
  • The aircraft carrier start has been temporarily removed as it\'s not currently possible to start in the ocean. There\'s an unfinished DDA PR that will allow this to work, if Procyonae doesn\'t pick it back up, I\'ll have to.

    [/*]
  • Fixed some bugs related to dragging creatures while grappling and made it use your grab strength instead of just your strength, so it now factors in your skills and is much easier.

    [/*]
  • It\'s now much easier to drag friendly NPCs and critters around with you. For NPCs, they have to be in your faction or following you (as on an escort mission), and for monsters and animals they need to be your pet. NPCs offer a bonus relative to their move speed, so a healthy NPC is very easy to lead around while a badly injured one is dead weight. Other creatures just give you a 50% bonus to your check.

    [/*]
  • For years, the player has enjoyed logarithmic scaling to their low-light vision while monsters were stuck with linear that always rounded down. This meant that on clear nights, the player could see ~19 tiles, while most zombies would be lucky to see 4. This update fudges a similar scaling for monsters in a way that should be safe for performance. Now, your typical zombie can see about 9 tiles on a clear night. This does not increase their vision when it\'s really dark, but does give them variable vision that should more closely match the player\'s. Note that basically all monsters have less total vision range than the player, so in most low-light cases the player should still retain a fairly universal advantage.

    [/*]
  • Backported a DDA fix to smartphone advanced recovery.

    [/*]
  • Electronic devices and storage found in many locations can now rarely contain \"contraband\", including hackPRO and some crimine/anarchy themed ebooks and recipes.

    [/*]
  • The Chain Lightning CBM no longer silently crashes the game when used against exploding enemies.

    [/*]
  • Fixed some inconsistencies between different ballistic armor items.

    [/*]
  • Increased the encumbrance scaling on the MOLLE canteen pouch.

    [/*]
  • Stopped Medical\'s TOUGH2 from removing TOUGH when it failed to mutate due to a missing threshold requirement.

    [/*]

[ 2025-12-28 14:59:39 CET ] [Original Post]
Winter Sale and 12-20-2025 Update

I\'m pretty busy right now, both with the holidays and with Youtube, but there\'s still been time to get some updates going. Things are largely prepped for the backporting process to get up and running again, though the next batch of backports I need to get through are annoyingly dense.

  • Autotraveling should now properly draw a highlighted path on the world map again. This one had stumped me for a really long time but it turned out that just a single variable was wrong in one place. Sigh.

    [/*]
  • Improved the way mortar shell shrapnel is modeled. They now cause quite a bit of destruction in most places.

    [/*]
  • Turrets (as in the enemy turrets that try to kill you) should contain less ammo. They\'re still pretty stacked if they don\'t get drained by you or the zombies, but it\'s a little bit less of a \"oh, I guess i\'m done playing now\" moment when you crack one open.

    [/*]
  • Searchlights can no longer beam through solid walls.

    [/*]
  • The driving proficiency is gone. On regular roads, characters are now always treated as though they were proficient under the old system. In its place is the offroad proficiency, which basically acts like driving proficiency used to, but only when your wheels have very poor traction. This usually means you\'re offroading. TLDR: It\'s easier to drive on-road and harder to drive off-road now. If you already had the driving proficiency, it will automatically change to offroading.

    [/*]
  • Driving now checks your vision and manipulation scores, meaning injury, mutation, or encumbrance might make you worse at it.

    [/*]
  • Impaired reaction scores that get below 75% will now contribute a scaling penalty to vehicle handling. This mostly means if you\'re drunk or concussed you should not be trying to drive. Unless...

    [/*]
  • Drowned zombies are now a bit slower than normal on land, but move around pretty good in water. Swimmer zombies remain quick and nimble and quick and nimble

    [/*]
  • Tracked down and fixed that weird issue where once in a blue moon a refrigerator would have like forty BLTs in it.

    [/*]
  • Backported a fix to crafting from DDA that should allow you to make certain crafts (such as larger homemade explosives) again.

    [/*]
  • @scale2x found the issue that was making the battery charger not work, and fixed it. Thank you!

    [/*]
  • The ASCII art which appeared in the item info panel for some items was of inconsistent quality, often inaccurate, copy-pasted all over the place, and in my opinion it just did not look good even when the ASCII was well done. There were only a couple hundred items out of many thousands with pictures, and as I had no plans whatsoever to make all the rest of the item ascii art, the entire system has been thrown in the garbage. Hooray for cleaner item info panels!

    [/*]
  • \nBackported a fix from DDA that makes it so you can\'t sell unsellable things (e.g. integrated items) via the autobalance trade button in the trade menu.

    [/*]
  • Fixed an issue with human cracklins not counting as cannibal food.

    [/*]
  • Renamed cooked creep to cooked human flesh. If you\'re eating people, you\'re the creep, not them. I will probably remove some of the more forced/unfunny cannibal food names, but don\'t worry, manwich and manburger helper are staying.

    [/*]
  • Added three new types of improvised ballistic plate to the game, though currently only 2 are accessible. You autolearn the wooden ballistic plate/wooden ballistic side plate at I think 2 (3?) fabrication, and the paper one is learned from arms & armor of imperial china or one of the books that teaches melee. The fiberglass ballistic plates are spawnable via debug if you want to check them out, but I need to add, like, fiberglass before I can let you craft them, and I have no idea where you\'d find fiberglass in the world, so I\'ll need to do some research.

    [/*]
  • The paper and wood plates are not really going to do a whole lot to stop a bullet, but they exist as a quick and cheap way to make your plate carrier into sort of a cuirass for melee, so maybe that\'s something you\'re into.

    [/*]
  • Rebalanced ESAPI and the steel plates a bit. ESAPI is not the be-all end-all for melee torso protection anymore, though it\'s still pretty good. Some of the plates, particularly the steel ones, now have higher encumbrance values.

    [/*]
  • Steel armor of all kinds except chainmail now protects a bit better against ballistic damage.

    [/*]

[ 2025-12-20 14:20:31 CET ] [Original Post]
Update 12-13-2025

  • The Thalamic Buffer CBM should now behave properly.

    [/*]
  • Retractable Claws had a bug where when extended, you\'d sometimes mutate one of their prereqs. This was because prereqs and category weren\'t set up properly. I think it\'s fixed now.

    [/*]
  • The plastic chin guard was only .1mm, and so had no physical protection. It is now 1mm like the mandible guard, and is fine.

    [/*]
  • Swim goggles had way too much environmental protection. It\'s been reduced to 10. They\'ll keep smoke out, but they\'re not rated for stuff like poison gas.

    [/*]
  • Rebalanced explosions and fixed a number of bugs with the system. Shrapnel from homemade grenades will no longer completely obliterate all furniture, vehicles, and terrain uness it was a really big explosion.

    [/*]
  • Explosions are now significantly more reliably dangerous, though their average damage is now lower.

    [/*]
  • Rebalanced and renamed the land mine. It is now the M14 land mine, and its (item) description makes it clear what it is and how it works. Mines are now properly deadly, but only in a small area.

    [/*]
  • Removed the land mine crafting recipe. You can craft booby traps if you want to make IEDs. We should probably have more craftable bombs and traps, but cobbling together an M14 in your closet out of birdshot and scrap metal was not really passing the sniff test.

    [/*]
  • Lard is gone, it\'s now just tallow. Tallow and lard are like beef and pork - you can\'t get both from the same animal. Tallow is not really a generic term for rendered animal fat, but it\'s more generic than lard, so hey.

    [/*]
  • Tallow now gives cracklins.

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  • Cut tallow, vegetable shortening, coconut oil, and ghee portion size by 1/3.

    [/*]
  • Adjusted all recipes to account for this.

    [/*]
  • Standardized tallow/cooking oil use in recipes. Now almost everything which can use oil can also use any of the rendered fat types including coconut oil and ghee.

    [/*]
  • Removed animal cooking oil. There is no such thing IRL, and the above change makes animal cooking oil pointless anyway since you can just make and use tallow.

    [/*]
  • Cleaned up a bunch of NPC snippets, they should be more grammatically correct and less stupid.

    [/*]
  • Removed the ability to beg for gear when accepting a quest, as it was causing NPCs like Smokes to flip out and threaten your life when that isn\'t really what ought to be happening. You can still beg your starting NPC for supplies.

    [/*]
  • Electric cars no longer have solar panels on them. Nearly all common models of electric car in the real world are charged by cables, not the unmatched power of the sun. I am aware that there are electric models that do have solar roofs, but these are pretty rare and wouldn\'t be easily salvageable in any case. It is still possible for the player to put solar panels on their own car if they want.

    [/*]
  • Most electric SUVs have also lost their solar panels, but not all - I see aftermarket solar panels on SUV roofs often enough IRL.

    [/*]
  • The game should now properly warn you before you step on a land mine or other dangerous trap if you can see it.

    [/*]
  • NPCs should now be much better at avoiding known traps.

    [/*]

[ 2025-12-14 07:01:14 CET ] [Original Post]
Update 12-9-2025

  • The semi-passive +2 stat boost CBMs now give a -1 penalty to their associated stat when unpowered. The power draw for these has been reduced.

    [/*]
  • Telescopic Eyes CBM has been reskinned and is now Bionic Eyes CBM. It has the same effects (free scope for all ranged weapons, even bows that can\'t use scopes, far map vision, cures all sight problems) but now blinds you if the CBM is unpowered. Fortunately, it requires very little power.

    [/*]
  • The Lamp Oil, Ethanol Burner, and Gasoline Fuel Cell CBMs have been removed. These were always preposterous, burning hydrocarbons in side a human body to turn a turbine doesn\'t make mechanical, medical, or practical sense. Now that appliances are working well and generators are fairly easy to come by, the expectation is that you burn these materials OUTSIDE of your body and use a Cable Charger CBM to charge your bionic batteries.

    [/*]
  • The blind effect applied to robots by using spray paint on them now lasts for a maximum of 10 seconds, up from 8.

    [/*]
  • Blinded monsters will no longer try to shoot you, even if you\'re directly adjacent to them. This includes both ferals and robots.

    [/*]
  • Carnivore has Gluten Intolerance and Fiber Intolerance (formerly Grain Intolerance and Hates Vegetables) as prereqs, so it won\'t whammy you first thing when you start mutating into a frog or a spider, as you have to mutate both of those prereqs first, giving you more time to figure out how to source food.

    [/*]
  • Removed patchwork sheets from the game. These served no purpose and worked no differently than the standard sheets in almost all cases, except that you could disassemble them into patches somewhat more quickly. You now just make regular sheets out of patches.

    [/*]
  • A bunch of recipes were set to ONLY allow you to use patchwork sheets, even though that didn\'t make any sense whatsoever. That\'s been fixed.

    [/*]
  • Fixed a ton of random oddities with tailoring recipes, mostly involving them using way too much material.

    [/*]
  • Re-ID\'d a few random items for clarity. These are all properly migrated, but if you\'re running mods and get a message about IDs, ping your mod maintainer.

    [/*]
  • Improved a few tailoring-related itemgroups. It should now be a bit easier to find things like Nomex, Kevlar, nylon, and canvas.

    [/*]
  • There are no longer ceramic armor plates and kevlar panels in the trash all the time.

    [/*]
  • Disabled the display of mutation activation costs in the mutation menu, as the numbers displayed are not otherwise player visible, do not tell the whole story of the cost, and are ultimately meaningless to the player.

    [/*]
  • Adjusted the minimum stored kcal percentage from 80 to 45 for activating mutations which burn kcal. 80% was still firmly in \"normal\" and it wasn\'t clear why your feline was suddenly unable to leap. Now you can leap around until you\'re pretty well starving.

    [/*]
  • Greatly reduced the craft and disassembly speed for making fodder as it\'s a repetitive task and you\'re not even really doing anything but shoveling food around.

    [/*]
  • Clarified the malnutrition messages a bit more. These kick in before you\'re actually underweight and people keep thinking they\'re dying of parasites. If they\'re more like \"you are craving food stupid\" then that might help.

    [/*]
  • Obsoleted the occupied lumbermill slightly better so some edge cases with old saves might stop throwing errors.

    [/*]
  • Standardized and sanity-checked a bunch of storage items. Tactical dump pouches now actually get volume-proportional encumbrance like every other pouch, backpacks are all the same size (though leather holds more weight), the duffel bags are all the same size and bigger backpacks are now not so big.

    [/*]
  • Fixed a segfault that could sometimes happen when you killed a monster you were grabbing but a monster adjacent to it was also grappling you.

    [/*]
  • Made your grabs fall off if you get moved away from the enemy, or if you fall asleep or become winded.

    [/*]
  • Removed some weird code related to FRAGILE_MELEE that was like trying to look through all the components of the item but blacklisting a few random possible ones.

    [/*]
  • Stopped yet another error related to Guneet\'s kirpan. I know it\'s a religious thing man but can you please stop breaking the game.

    [/*]
  • Fixed a small error with the listed materials on the survivor suit.

    [/*]
  • Gave survivor suits material portion data which should make their chip_damage() and burn data more accurate.

    [/*]
  • Added pipe cleaners to a bunch of places that would reasonably have them: Plumbing supplies, kitchen junk drawers, kitchen sinks, garages, toolboxes, hardware stores, the trash, etc.

    [/*]
  • The pipe cleaner recipe is now autolearned at Fabrication 1.

    [/*]
  • Added a bit more rubber sealant spray to the world.

    [/*]
  • Removed the \"improvised sandcasting mold\" requirement groups from crafting. These weren\'t really necessary as the existing sandcasting molds do the job without breaking anything.

    [/*]
  • Fixed an issue where the bronze sandcasting mold was asking for charges while crafting.

    [/*]
  • Changed the bronze anvil recipe back to not need a mold, you just need a wooden shovel or better.

    [/*]
  • Renamed \"bronze chunk\" to \"bronze fragment\" as it\'s a tiny little thing like other metal fragments.

    [/*]
  • Fixed the M38 DMR spawning without a suppressor and scope.

    [/*]
  • Reorganized smashing priority to clear up some issues that arose from making items smashable. The new priority is closer to what you\'re used to. From order of highest to lowest priority it goes: corpses, fields (e.g. spiderwebs), vehicles, sealed furniture (e.g. display cases), smashable furniture, items, smashable terrain. Item-smashing is skipped if the target tile is a place that isn\'t supposed to be able to hold items, such as a broken door or a window frame.

    [/*]

[ 2025-12-10 07:01:01 CET ] [Original Post]
Update 12-3-2025

  • Reduced the frequency of addiction symptoms by about 50 percent across the board for all substances and intensities.

    [/*]
  • Greatly reduced the cap on negative morale from all addiction effects. Basically no addiction should take you to -100 morale now, though if you\'re hooked on multiple substances this may still be a problem.

    [/*]
  • The above changes are not to be taken as part of the upcoming overhaul, they\'re just stopgaps to stop these badly designed effects from ruining your game as much.

    [/*]
  • Weapons now inherit the replica flag from their components, so making a short spear out of a replica spear gets you a replica short spear.

    [/*]
  • Corset thickness is now a uniform 2mm whether you loosen it or not.

    [/*]
  • You may now manually smash items with (s). Your character will attempt to smash (in order) corpses, fields (e.g. spiderwebs), items, vehicles, furniture, and terrain.

    [/*]
  • Leather and chitin armors are now harder to make but take less time.

    [/*]
  • The leather cuirass, arm guards, and leg guards are no longer autolearned, except in Innawood. You get it from the western arms and armor book, the Chinese arms and armor book, or the Mesoamerican book.

    [/*]
  • Casting bronze flatjaw tongs no longer requires a fileset. This means you can fully bootstrap blacksmithing, and also makes bronze smithing accessible in Innawood once more.

    [/*]
  • Added the leather hood, a simple piece of pretty decent head armor. It is autolearned.

    [/*]
  • Leather helmets are now made of boiled leather, their new recipe reflects this.

    [/*]
  • Updated and modernized a bunch of random armor and clothing recipes.

    [/*]
  • Ski goggles now have transition lenses, and will not impede you in darkness beyond the usual encumbrance effects, while still protecting from glare.

    [/*]
  • Moved leather gauntlets and pauldrons over to require the same books as the other leather armor pieces.

    [/*]
  • Added recipes for XL/XS leather pauldrons.

    [/*]
  • Continued modernizing chitin armor.

    [/*]
  • Fixed feline claw mutation issues.

    [/*]
  • Gave Feline Predator and Sapiovore.

    [/*]
  • Slightly altered the description of Sapiovore.

    [/*]
  • Nerfed pharmacy loot for real this time.

    [/*]
  • Removed more obsolete stuff left over from the removed logger faction.

    [/*]
  • Reduced the cut, stab, and ballistic protection of the plastic padding material by 50%. This material is almost always very thick and even at 0.3 per mm for cut/ballistic, it was pushing some items up into ridiculous territory.

    [/*]
  • Mostly fixed the (W)ear menu\'s bash/cut/stab value displays for items which have complex material layers across different body parts. This value was never designed to average anything and had been broken for a very long time. Now it attempts to average protection across all parts which the player character has and which are covered by the item, weighted by the hit_size of said parts. For nearly all items, this gives a very reasonable median armor value, though a few exceptions (such as high heels) still exist.

    [/*]
  • Stopped map extras from spawning non-flying monsters and items in midair. This was the cause of the weird groups of gibbed corpses and randomly injured zombies spawning all over the place, and of the floating bullet casings sometime seen at the steel mill and other locations with multiple Z levels and a lot of open air.

    [/*]
  • Fixed a random crafting requirement entry which mistakenly confused nylon patches for nylon sheets.

    [/*]
  • Fixed flag inheritance for several guns, which should lead to more consistent behavior. Namely, all revolvers, pipe guns, and other simple weapons should have the EASY_CLEAN flag as intended.

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  • Wooden arrows (not crude wooden arrows) now require a fire to craft.

    [/*]
  • Fixed the description for the denim backpack.

    [/*]
  • Audited backpacks to make sure all that ought to have the \"tucked between the bag and your back\" pocket do have it. Notably, it was missing from the leather backpack.

    [/*]
  • Audited backpack materials. Many were composed of 50% plastic, making them extremely durable as \"plastic\" means hard, rigid stuff. The hiking backpack is now made of nylon instead of leather, as that\'s what they\'re made of irl.

    [/*]
  • Fixed up a couple of backpack recipes.

    [/*]
  • Cast Iron is now just called Iron.

    [/*]
  • Renamed \"chunk of steel\" to \"steel fragment\" and \"lump of steel\" to \"steel chunk\". Did the same for iron. Many scrap metal type items were renamed to make it more clear what size they are. Generally, scrap is a tiny piece, a fragment is something around the size of a golf ball, and a chunk is about the size of a tennis ball. This does vary somewhat, but that\'s the ballpark.

    [/*]
  • Renamed 1L, 5L, and 10L ingots to small ingot, ingot, and large ingot. Use of metric in names (outside of places where it\'s a term of industry like with ammo) is inappropriate as not all users are playing in metric (may God have mercy on their souls).

    [/*]
  • The above changes might cause some hiccups in your inventory - renaming the item IDs and doing asymmetrical migration due to the new IDs means that a bunch of your existing \"chunk of steel\" items are going to get heavier than they previously were. Shouldn\'t be an issue, just hit i to ignore if an error message pops up about weight.

    [/*]
  • Fabric/leather/etc scraps are gone. All of them. Forever. These did basically nothing but take up space and cause lag. The few functions they did have (e.g. being deconstructable for thread) have been moved to fabric patches.

    [/*]
  • Fabric requirement, patch, and sheet IDs have been standardized and simplified behind the scenes. Mostly this shouldn\'t look any different to the player, though a few items have clearer names and descriptions. This update dramatically reduces overhead on the development side and makes it way easier to understand at a glance what a recipe\'s requirements are actually supposed to be.

    [/*]
  • Fixed an issue where bled corpses were still bleeding when butchered.

    [/*]
  • Fixed an issue where some of the acid ants said their corpses were leaking acid upon death, but none would appear.

    [/*]
  • Removed the big frame pack, which was just impossibly huge, having a capacity that would make it more than twice the size of most characters. If you had one in your game, it\'s been shrunk to a normal frame pack. This may cause error messages, spilled items, or whatever else. You may want to empty your big frame pack before updating.

    [/*]
  • Added the OVERSIZE tag to all backpacks and several pouches. These items are belted on with adjustable straps, there\'s no reason they shouldn\'t fit huge guys.

    [/*]
  • Added the UNRESTRICTED tag to several pouches. Ditto, but for weird anatomy and small guys.

    [/*]
  • The longsword scabbard is now the baldric. Mostly works the same, but I took off all but two of its clipped-on slots and moved it to torso_upper.

    [/*]
  • Fixed some leftover issues from the big tailoring cleanup. All the orphaned IDs should now properly migrate to real items.

    [/*]
  • Renamed Lycra to spandex. Lycra is just a brand name, and it\'s not what people usually call that material in America. The brand name may have contributed to the weird cult of \"this is a supermaterial\" that seemed to plague it in DDA.

    [/*]
  • Removed a bunch of vestigial JSON stuff, which will make the game load slightly faster on startup.

    [/*]
  • Items made of chitin now burn a bit better.

    [/*]
  • Improved the descriptions for a bunch of fabric items.

    [/*]

[ 2025-12-04 05:20:50 CET ] [Original Post]
Thanksgiving Updates

  • Fixed a few recipes for unarmed weapons which incorrectly required bashing skill instead of unarmed skill.

    [/*]
  • @Caba da Muleste da Paoca fixed an issue where ankle holsters were able to hold multiple items instead of just one (like, you know, a holster).

    [/*]
  • @Isoceth fixed an issue where NPCs assessing each other for bleeding to fix were accidentally checking themselves.

    [/*]
  • @Isoceth fixed an issue where NPCs who died on faction camp missions were not being removed correctly.

    [/*]
  • @Isoceth fixed an issue where NPCs were gaining panic levels exponentially when confronted with enemies, causing them to be incredibly cowardly. This should massively improve their reliability in combat.

    [/*]
  • Nerfed corsets a bit and renamed the waist corset to waist cincher, as that\'s what they\'re usually called.

    [/*]
  • Fixed the bronze mace and copper hatchet recipes so that they no longer require nonexistent charges from the metalcasting molds.

    [/*]
  • Fixed bronze anvils not being attainable in Innawood.

    [/*]
  • Sewers should no longer be randomly exposed when destroying fences and other simple terrain on the surface.

    [/*]
  • Sewers now occasionally have pockets of invisible gas that can nauseate you. Wearing a filter mask is enough to resist this effect.

    [/*]
  • Sewage has two new descriptions, depending on whether it\'s underground or above ground. It\'s grody.

    [/*]
  • Insect mutants can now acquire the Saprovore mutation.

    [/*]
  • Murine mutants are no longer saprovores. This is to better differentiate murine and rattine mutants: Mice are zoomy little guys that want junkfood all the time, rats are big disgusting bastards that can eat almost anything.

    [/*]
  • Added a new trait, Verminous. This is a gastropod/rattine/troglobite/insect mutation which requires either Saprovore, Intestinal Fortitude, or Eater of the Dead. Verminous removes all morale penalties for wearing filthy clothing or hanging out in sewers. It also prevents nausea from inhaling sewer gas. It does not remove the chance for infection if injured while wearing filthy clothes, nor does it prevent the negative effects of getting bile on you. Verminous cancels Squeamish and vice versa.

    [/*]
  • Squeamish now causes you to get 1.5x the morale penalty from filthy clothing. It also still prevents you from willingly putting filthy clothing on.

    [/*]
  • Negative morale for hanging out in the sewer now comes on faster, but also goes away faster.

    [/*]
  • @Isoceth submitted a fix for NPCs almost never reloading their guns in combat and switching to worse weapons instead.

    [/*]
  • @Isoceth also submitted a fix for NPCs not being able to properly use items that were stored in furniture during zone activities.

    [/*]
  • Removed a bunch of very cruft-y drinks and their recipes.

    [/*]
  • Diet drinks are no longer junk food.

    [/*]
  • Tweaked enjoyability for a few drinks.

    [/*]
  • @Malex submitted a fix resolving inconsistencies between the platemail solleret and armored boots recipes.

    [/*]
  • Fixed thickness values for a few random items, this has no real gameplay effect.

    [/*]
  • Removed armored boots.

    [/*]
  • Removed chitinous boots.

    [/*]
  • Added chitin sollerets.

    [/*]
  • Adjusted thickness values for chitin armor to be 3mm instead of 4mm.

    [/*]
  • More things can be used as fish bait thanks to @Malex

    [/*]
  • @Malex also fixed a few fish-related recipe inconsistencies.

    [/*]
  • Added more bench vises, rigid plastic sheets, and rubber sealant spray cans to the world.

    [/*]
  • Removed sandbox kit, replaced with plastic pail.

    [/*]
  • Removed gunsmith and firearm repair kits. Guns are now repaired by activating them. This is sort of a temporary measure until they can get ported over to use the same repair system as basically all other items in the game (why were they ever special?)

    [/*]
  • Repairing guns now uses the devices skill and requires fine screw driving, fine hammering, and if the weapon is badly damaged, a work surface and a bench vise.

    [/*]
  • Many gun mod recipes now use the devices skill instead of fabrication. Most still require some amount of fabrication skill as well.

    [/*]
  • @Isoceth fixed a bug that could potentially lead to crashes during trading.

    [/*]
  • @fats240 added aluminum to the m110A1 material list.

    [/*]
  • NPCs in your faction will no longer refuse to take mutagen or wield weapons when ordered to do so. If they think their weapon is better than the one you want them to use, they will mention this, but you can tell them to simply do it anyway and they will.

    [/*]
  • Updated recipes for chitin armor, arm guards, and greaves to lessen/remove the leather components and proficiencies as well as standardize work times.

    [/*]
  • Removed some leftover unused portal storm code.

    [/*]
  • Removed red and gray foxes. Now there are just foxes.

    [/*]
  • Hard hats and riding helmets may no longer be worn together.

    [/*]
  • Sane-ified retirement community loot and layout.

    [/*]
  • Removed the occupied lumber mill. This was yet another example of a survivor community that did not appear to understand that the world had ended, and were simply continuing their day jobs from before, which is unacceptable.

    [/*]
  • Reorganized \"tough\" mutations, making Tough a starting mutation which is also part of the Reptilian, Chimera, Beast, Ursine, Bovoid, Crustacean, and Medical lines and acquirable via mutagen. Removed the ability of these mutations to stack together. Reduced Tough\'s bonus to 10%. Re-described and renamed all of these. Durable is no longer post-threshold, so you can get it by dipping if you have any of the prereqs.

    [/*]
  • Removed all references to DNA and Genetics from mutation names and descriptions. Clarified what Alpha Purity (formerly Restricted Genetics) does a bit better.

    [/*]
  • Removed some references to gunsmith/firearm kits that would appear if you tried to mod a weapon. Made this process slightly easier, and made it check your manipulation score.

    [/*]
  • Removed \"repair with\" from the item panel for guns, as this was erroneously showing every single gun in the game. Currently, guns are repaired simply by activating them, so it wasn\'t useful information in any event.\n

    [/*]

[ 2025-11-27 19:19:08 CET ] [Original Post]
Update 11-20-2025

  • Cleaned up the military base a bit.

    [/*]
  • Pemmican is no longer autolearned. You may find it on people\'s phones or in the books Native American Foodways or Autobiography of a Mountain Man.

    [/*]
  • Pemmican is a bit less tasty.

    [/*]
  • Added vegetable shortening and coconut oil. These are functionally identical to lard and tallow, but they\'re vegan and can\'t be crafted. Vegetable shortening is junk food, coconut oil is not.

    [/*]
  • Adjusted recipe requirements across the board to be more permissive about what kind of solid, preserved fat you can use for stuff. In general, ghee, lard, tallow, vegetable shortening, and coconut oil are all good to go.

    [/*]
  • You can use motor oil to treat shillelaghs and war clubs.

    [/*]
  • Removed tainted tallow. The whole point of tainted meat/fat is that the decay process is rapidly destroying the stuff now that the blob\'s let go of it. Tainted tallow has no good fat left to render as it\'s breaking down into its constituent components even before you get your hands on it. Tainted fat can still be used for some stuff, but use it or freeze it asap!

    [/*]
  • Added Akutaq, or Inuit Ice Cream. This is a way to eat your lard/shortening/whatever without getting sick, in case you need to put on 600 pounds in the next couple of hours. It is only learned from Native American Foodways or from scraping people\'s phones.

    [/*]
  • Adjusted itemgroups to make shortening, coconut oil, and lard/tallow actually findable in a few places.

    [/*]
  • Vegetable cooking oil no longer has the vegetable allergy. There\'s no animal on earth that eats meat and can\'t have a little bit of canola oil or whatever.

    [/*]
  • Fixed two longstanding issues with random NPC missions. The antibiotic mission now appropriately takes and consumes your antibiotic (picking the least valuable available one), and the inhaler mission now makes sure your inhaler has charges and appropriately hands it to the NPC.

    [/*]
  • Added a new random NPC mission where they simply ask to join you in the same manner you might would ask them.

    [/*]
  • Changed the Tacoma knife spear mission to just look for fire-hardened wooden spears. This is sort of a boring mission, maybe it ought to look for some more interesting stuff.

    [/*]
  • Swapped out my fix for the EOC crash issue for akrieger\'s, which seems like it will do the same job without the drag on performance mine was causing.

    [/*]
  • Fixed an issue with the build script not building all the versions of the game it usually does.

    [/*]
  • Added a ton of new tiles from @Drawsstuff including the Quills mutation, mooses, moose calfs, mutant mooses, and zombie mooses of all types! We also get skeletal zombear, skeletal zombie horse, centipede plushie, some bug eggs, leather tarp, huge salmon, leaper salmon, and more!

    [/*]
  • Renamed sabretooth cats to sabertooth cats in Megafauna because this is America.

    [/*]
  • @scale2x updated Innawood to make it a bit easier to deal with lead acquisition and requirements.

    [/*]
  • Reviewed platemail and steel ESAPI/ESBI plate crafting times. Some of these were set to take many days at minimum for reasons I cannot fathom. Now, your best times will range from nine to twenty-something hours if you have all the proficiencies. It\'s not fast, but it\'s in some cases much faster.

    [/*]
  • Fixed an issue with cephalopod\'s colorful skin granting camouflage when it\'s meant to do the opposite, as it\'s the precursor to camouflage skin and isn\'t supposed to be helpful like that one is.

    [/*]
  • Removed shell from cephalopod. Yes, nautiluses exist, but the shell was at odds with the camouflage idea. Cephalopods are much more known for color changing than big bulky shells, and now gastropod exists.

    [/*]
  • Left the door open for cephalopods who want them to acquire shells by leaving the threshold requirement for roomy shell in place. What this means is that if you\'re a post-threshold cephalopod, you can take gastropod mutagen and get roomy shell, even though it\'s otherwise locked to post-threshold gastropods. So if you want to be a nautilus, just hybridize ceph and gastro and you\'ll get there.

    [/*]
  • Attempted to fix a bug where switching to a very distant NPC who had other NPCs around them could result in the other NPCs getting sent to the shadow realm, possibly permanently.

    [/*]
  • Removed \"dandelion and burdock tea\" which for some reason had more calories than egg nog and never went bad, despite being nothing more than water with a couple of weeds steeped in it.

    [/*]
  • Pigs should no longer go re-enact Orwell and kill all the other animals on their farm.

    [/*]
  • @Isoceth fixed automated tasks firing during combat.

    [/*]
  • @Isoceth fixed hauling not canceling when there\'s nothing to haul.

    [/*]
  • Re-backported akrieger\'s fix for the EoC crash bug, getting a better, newer version of that solution.

    [/*]
  • Fixed a few random typos.

    [/*]
  • Added a zombie llama tile to MSX, by @Drawsstuff

    [/*]
  • Added a cardboard snack box tile to MSX, by @canniballer

    [/*]
  • Prevented monsters from being both underwater and in a boat.

    [/*]
  • Made horses and deer (and thus zombie horses and deer) a bit more rare.

    [/*]
  • Changed the Windows build over to MSVC. This should not affect gameplay or functionality, but the download size is now significantly smaller, and error reports generated by this build (debug.log or crash.log) will likely be more useful to me.

    [/*]

[ 2025-11-20 10:42:47 CET ] [Original Post]
Update 11-15-2025

  • Deleted all automated tests and test data, including 254 files and nearly 100,000 lines of code. This slims down the repo considerably and I wasn\'t using or maintaining the tests anyway, so there was no reason not to do this.

    [/*]
  • Reviewed Ugly/Deformed traits for mutant categories. Now all categories except Medical, Alpha, and Sylvan can get Ugly, and Deformed and Badly Deformed extend to those which are farther from human or are common sources of disgust or phobia (e.g. Batrachian, Chiropteran, Insect). Grotesque is reserved for Gastropod, Slime, Chimera, and Insect. None of these traits are massively impactful, but they should help somewhat with flavoring the mutation lines.

    [/*]
  • Added a hint in the messaging that sometimes displays to suggest what not to do when the Hounds are after you, which is more clear if you\'re intelligent.

    [/*]
  • Made parasite and some disease messaging a little bit less clear so that you can\'t instantly divine what is wrong with your character because they have a tummyache.

    [/*]
  • Updated several mutant dream messages, better describing the state of mind such a creature might be in and what sorts of concerns they may have.

    [/*]
  • Fixed a longstanding issue where the EoC queue was triggering crashes by deleting EoCs from memory before immediately trying to access them again. This should resolve most of the random crashes anyone has been experiencing for the last several months. As far as I\'m aware, this was a DDA bug, so it\'s been with us forever.

    [/*]
  • Made the potato field at NECC less overstocked. It now only has plants growing in like 1/3 of its plots.

    [/*]
  • Fixed an issue where joining NECC wasn\'t giving you sleep permissions if the person you spoke to about this was Gemma and not Julian. Similarly, Julian\'s joinee dialogue was missing a separate toggle for joining the faction. Now speaking to either NPC should give identical results.\nAdded a ton of new billboard snippets and cleaned up the old ones, removing a stray reference to Foodplace in the process.

    [/*]
  • Removed dissoluted devourers, the zombie_fuse special attack, the experimental science bot, and a ton of unused/outdated monster special attacks. Devourers were just bad enemies that didn\'t do anything useful for their side, weren\'t very interesting for the player, didn\'t accurately simulate what they were trying to be, and generally caused problems on the coding side. The experimental science bot was just a dumb old lab enemy that made a bunch of noise but didn\'t do anything that mattered.

    [/*]
  • Added more costume recipes to the Boston Anime Con magazine.

    [/*]
  • Made the maid outfit recipe use lycra instead of cotton, and made it a bit more difficult to make.

    [/*]
  • Cleaned up some bizarrely unkind player responses to the \"codger\" NPC survivor story. If you want to roleplay that your guy is hurling abuse at a septagenarian, that\'s your prerogative. I\'m not going to force you to do that.

    [/*]

[ 2025-11-15 13:34:14 CET ] [Original Post]
Update 11-13-2025

  • Nerfed the Hub 01 prototype robot. Previously, it was basically invulnerable to most zombie attacks and could be kited forever with a vehicle. It\'s still dangerous but will no longer last forever.

    [/*]
  • Nerfed the fire-hardened wooden spear and made the crude one slightly better. Adjusted the pointy stick to be in line with the short spears. Adjusted the weight and volume of all these items.

    [/*]
  • If you have a voice-affecting mutation or bionic, the game will now reflect that in the text that\'s displayed when you shout. If an NPC has one of these mutations or bionics, you\'ll see them howl/screech/hiss or whatever when they speak any voice lines in the message window in the sidebar. Cheers to @Lord Of Dirt for the suggestion.

    [/*]
  • Grouses are no longer 600 liters.

    [/*]
  • Normalized work surface speed bonuses. Now:

    [list]
  • If an item is less than 10kg and 15 Liters, you can craft it in your hands at 100% speed. If not, you will work on the ground at 80% speed.

    [/*]
  • If you have anything which counts as a work surface (large plastic sheet, groundsheet, table, workbench, counter, etc), you will always work at 100% speed or greater. Note that items like the sheet need to be deployed as furniture, and you need to be adjacent to or standing on the work surface, and the item you\'re crafting needs to fit atop it. In almost all cases, this is an overall increase to crafting speed.

    [/*]
  • There are 4 grades of surface. 100%, 105%, 110%, 120%. Generally, groundsheets and such are 105%, tables and counters are 110%, and workbenches/vehicle workbenches are 120%. The only 100% items currently are the black glass desk and tables as these have a bunch of vitrified items stuck atop then which obstruct your work.

    [/*]
  • This is not the same as the CLEAN_SURFACE bonus, though most work surfaces also have that. CLEAN_SURFACE allows for complex butchery and speeds up the process of butchery and dissection. I will probably just remove CLEAN_SURFACE as it\'s a bit pointless and confusing to have both.

    [/*]
[/*][/list]
  • The bat ears mutation lacked the EARS category, so was stackable with other animal ears. This has been fixed.

    [/*]
  • Getting grabbed while you are in a vehicle and your grabber is not can now pull you from the vehicle if you don\'t have a seat belt. This is contested by your driving skill, stats, and how fast you were going, with higher speeds making you harder to get. If your speed is high enough (about 25 kph and up) you may take fall damage when you hit the ground. This fall damage is proportional to the speed you were going and can be mitigated in all the same ways as regular fall damage, meaning wear a helmet and watch the road.

    [/*]
  • There was a 1/100 chance for projectiles to pass through solid walls even without doing enough damage to penetrate them due to a minor math error. This was almost never relevant since enemies don\'t usually try to shoot through solid walls, but it still shouldn\'t be happening. It\'s been fixed.

    [/*]
  • Fixed a bug where certain activities could cause an infinite loop if they tried to path the player through deep water.

    [/*]
  • SUVs of all types had quarter panels on their back half, allowing bullets to pass over them and creatures to see through them, as quarter panels are only half-height. These have been replaced with boards, which are full height, like the back half of an SUV IRL.

    [/*]
  • Fixed a number of bugs related to throwing creatures. Creatures will now properly travel their full trajectory, there\'s some messaging when they have damaging collisions with each other, they no longer collide with themselves for extra damage, and creature on creature collisions no longer deal hugely inflated damage to either party.

    [/*]
  • Fixed a bug where grabbing a creature with more than 100 strength+unarmed was failing to apply the grab effect. Note that it is not normally possible to get that much strength in the game, but mods can do some wacky things.

    [/*]
  • Creature throwing damage is now greatly reduced or negated if throwforce < 30 (denoted by a reading of \"low\" on your sidebar while targeting the throw, or messaging saying \"you shove X\"). These weak throws may still trigger other damaging effects if you shove someone off a roof or onto a land mine or something.

    [/*]
  • Moving from a vehicle tile to a vehicle tile is no longer as fast as walking on flat ground. You are now always penalized for moving into, out of, or within a vehicle, unless you are moving through an aisle. The penalty is lessened if the vehicle tile is both unroofed and does not contain any seats.

    [/*]
  • Skateboard decks no longer impede movement, meaning they can no longer be used as portable deployable anti-monster barriers.

    [/*]
  • Fixed Dark Days of the Dead, it is playable once more.

    [/*]

[ 2025-11-13 16:52:42 CET ] [Original Post]
Updates 11-8-2025

I have a horrible cold so I\'ve been sitting in bed watching Deadwood with my cat, but work is still getting done!

  • Fixed an issue where crop harvesting was yielding no crops.

    [/*]
  • Fixed a longstanding bug where corpse dissection always only gave you 15 minutes of proficiency training regardless of how long the dissection took. Dissection training is now relative to the size of the creature you\'re dissecting. The base rate is now 15 minutes of training, increasing by one for every step of size category above tiny. This effectively triples the rate at which you learn weakpoint proficiencies from dissecting human-sized enemies, and pentuples it for hulks. Using clean surfaces or NPC helpers speeds up dissection, but it does not reduce the amount you learn.

    [/*]
  • NPC helpers now learn weakpoint proficiencies from things you\'re dissecting at a slightly reduced rate. Previously, they did not learn at all.

    [/*]
  • Passengers in moving vehicles now learn the piloting proficiency for that vehicle type (car, boat, helicopter) at 20% the rate of the driver. Previously, they did not learn at all.

    [/*]
  • It is now possible to learn the helicopter piloting proficiency during gameplay. As you cannot fly a helicopter without the proficiency, at present the only methods are to find a random NPC who has it, recruit them, and ask them to train you, or to recruit such an NPC, switch to them, and fly your main character around as a passenger. The base learning time for this proficiency is 20 hours, so it will not come quickly in any event. Expect more methods (and a guaranteed helicopter pilot NPC) to make their way into the game soon-ish.

    [/*]
  • Fixed an issue where throwing a weapon which was in a sheath was using the default obtain cost and not granting you the discounted cost for drawing from a purpose-built container. This should make throwing items out of sheaths, bandoliers, etc. noticeably faster, but may make it slower to throw an item which is in a backpack. In any event, it is now equivalent to (w)ielding the item and then (t)hrowing it.

    [/*]
  • Fixed an issue that was causing about 40% of random NPCs in the game to be generated at an emaciated body weight. This was an existing issue from DDA that I thought I had previously fixed, but my fix didn\'t address the underlying issue, so I rewrote the code. NPCs now generate between 50% and 120% of their ideal body weight, heavily weighted toward 100%. As time passes, they will trend more underweight, but you will not see them starving. I intend to later add a separate chance for an NPC to be obese or very underweight which has some more interactivity (specific professions, quests, spawn conditions).

    [/*]
  • Added short steel and bronze spears. As the name implies, these are shortened versions of the regular spears, similar to what a Viking or a Zulu warrior might have used. They are faster and slightly less damaging than regular spears, and can only be used in melee, but they suffer no penalty for being used this way. They are crafted from the full-length versions with just a wood saw and a couple of minutes.

    [/*]
  • Increased the damage for pickaxes and gave them proper to-hit values. Added Sweep Attack and Brutal Strike to their technique list. They\'re quite slow, but you really don\'t want to get hit with one.

    [/*]
  • Removed the old unused backgrounds from the obsoletion list. Backgrounds don\'t need to be obsoleted, so putting them in there just makes them continue to show up when they shouldn\'t.

    [/*]
  • Added sledgehammers to the earthworking tool itemgroup, though rarely. This will make them infrequently spawn in many more places.

    [/*]
  • Added lump hammers to more itemgroups, to similar effect.

    [/*]
  • Updated the itemgroup for shoes, adjusting spawn rates and adding shoe types that ought to have been there and weren\'t. This should result in a wider variety of shoes spawning in the world.

    [/*]
  • Audited to-hit values for pens, scissors, and shears.

    [/*]
  • Removed the duffel bag from the cattail-gathering quest random NPCs can give.

    [/*]
  • Renamed the motorsports background to driving, making it clearer that it\'s just there to grant the driving proficiency.

    [/*]
  • Made Shell and Chitin Carapace/Crustacean Carapace mutually exclusive. Stacking these mutations was a bug.

    [/*]
  • Mandeep Singh no longer spawns with a scimitar, instead having a kirpan like his father. He also has a school bag so he can hold onto his items better and shouldn\'t throw any more errors.

    [/*]
  • Removed some of Alonso\'s items as he had nowhere to keep them, since his pants are missing. The cudgel was also making him look sort of menacing when he\'s mostly just hiding in the bathroom because his pants are missing.

    [/*]
  • Changing professions during character creation now resets your stats, start location, traits, and backgrounds, as there were some odd issues that were popping up when people repeatedly switched professions while having many traits selected.

    [/*]

[ 2025-11-08 09:11:49 CET ] [Original Post]
Cataclysm: TLG now has cloud save storage on Steam!

I\'ve managed to get cloud saves working, meaning you can play on different machines and your saves will carry over. You don\'t need to do anything to turn this on, it\'s automatic.

If you\'re on Windows and Steam isn\'t cooperating, it\'s likely a folder permissions issue with Windows. You can simply run Steam in administrator mode to fix it.

[ 2025-11-06 06:24:28 CET ] [Original Post]
Happy Halloween!

  • Revamped concealment and line of sight, correcting an issue where some enemies could see around corners that the player could not. This system still isn\'t totally perfect, but should now behave much more logically.

    [/*]
  • @Abe submitted a fix so that golf clubs are no longer 200 liters.

    [/*]
  • Changed some container sizes. Stow boards are now much smaller, vehicle seats are larger, and body bags are slightly smaller.

    [/*]
  • Traders will no longer purchase body bags, because they\'re gross.

    [/*]
  • Removed the \"have a meal\" option from faction camp dialogue. This was always a little iffy to me as it allowed the player to bypass many intended food mechanics, but also it was not deducting calories from the faction\'s stores, so that was an issue too.

    [/*]
  • Silenced a common error message about \"no display part at x, y\". This was not a useful message for the player and was almost always calling out a self-resolving error related to invalid vehicle placement or sentinel parts, neither of which are things the player needs to know about.

    [/*]
  • @Abe fixed the description for the 4 tentacles mutation, which now displays the appropriate encumbrance value.

    [/*]
  • Hobbies/backgrounds in character creation no longer grant skill ranks. Their costs have been accordingly reduced.

    [/*]
  • Removed the \"basic life skills\" package of backgrounds that was granting players a point or two in driving and cooking.

    [/*]
  • Players now have 1 extra point to spend on skills in character creation.

    [/*]
  • Fixed an issue which was causing the point buy costs to be displayed incorrectly for skills above rank 3.

    [/*]
  • The athlete\'s form proficiencies have been removed. These were 3 whole proficiencies which did nothing but make you pedal a bike faster.

    [/*]
  • Skating is now a proficiency instead of a trait. The proficiency has all the same function the trait did. It can currently be trained by riding a skateboard, and benefits skateboards and all types of rollerskates/blades/wheelies. I am looking into adding a way to have skates train the proficiency.

    [/*]
  • Protein powder, when eaten by itself without any water or anything, now tastes bad and dehydrates you.

    [/*]
  • A number of hidden effects governing NPC AI became visible if you switched to an NPC follower under various circumstances. Most of these are now better hidden.

    [/*]

[ 2025-11-01 09:45:51 CET ] [Original Post]
Hotfix 10-26-2025

  • An error message about stale data was erroneously being shown pretty much all the time. I didn\'t catch this immediately as it wasn\'t happening on my end. This has been fixed.

    [/*]
  • Broken glass was named broken glasss when plural. This has also been fixed.

    [/*]

[ 2025-10-27 01:28:10 CET ] [Original Post]
Update 10-24-2025

  • I noticed a bunch of weapons had nonsensical volumes. While updating these, I realized that half of weapon attack speed was being derived from weapon volume. This didn\'t make any sense, so I rewrote the melee attack speed formula and functions.

    [list]
  • Melee attack speed is now derived primarily from weapon weight, then modified by weapon length vs the height of the wielder. This greatly benefits especially large characters, and may limit the weapon choices of smaller ones.

    [/*]
  • Strength now bonuses the speed of melee attacks according to the weapon\'s weight. Each point of strength above 10 shaves off 1/100th of a second for every 500g of weapon weight. This doesn\'t sound like a lot, but it stacks with the existing bonuses from dexterity, melee skill, martial arts, and other sources.

    [/*]
[/*]
  • Nearly all weapons have had their volume, weight, and length adjusted to far better match their real world values.

    [/*]
  • Because all of this dramatically adjusted attack speeds for most weapons, a full review of base damage, to-hit, and techniques was done for all melee weapons and tools which are useful as such.

    • In general, blunt weapons are a bit less accurate than they used to be. This matters less for actually hitting targets most of the time (except for especially small and evasive ones) and more for scoring critical hits. To be overly general, batons remain fairly accurate, bludgeons are neutral, and hammers work at a penalty. However, hammers tend to do more damage relative to attack speed as they concentrate force in a smaller area. Tradeoffs!

      [/*]
    • In general, cut weapons, swords especially, are very accurate and have very good base damage. This is to make them more reliable as they weren\'t as good as they ought to have been.

      [/*]
    • Stab weapons haven\'t changed too much. Some, like the pike, are now quite a bit slower, while others enjoy a slight speed upgrade.

      [/*]
    • Overall, and again speaking very broadly, the intended design is that bash weapons are reliable but unspectacular, stab weapons have many drawbacks but the highest ceiling when wielded by a very skilled fighter, and cut weapons fall somewhere in the middle, providing many benefits and a high ceiling but often being frustrated by enemy armor.

      [/*]
    [/*]
  • Removed a lot of nonsensical and largely unused junk weapons and made the existing ones more accessible and more worthwhile.

    [/*]
  • Several metal weapon recipes are now book-only. For the most part, the only autolearned ones are the extremely simplistic or crude designs.

    [/*]
  • Flails now use the average of strength + intelligence for their bash damage calculations, just like whips.

    [/*]
  • The sharpened pipe is no longer a fencing weapon as it\'s quite heavy. The pointy stick and sword bayonet are now fencing weapons.

    [/*]
  • Fixed an issue with Light Bones applying its extra bash damage if even a fractional amount of damage got through your armor.

    [/*]
  • Removed the Gizzard trait, which was making Avian mutants get 40% less kcal from their food. This is not anything like how gizzards work IRL.

    [/*]
  • Made Light Eater shrink your stomach by 10%. Reduced its metabolism-slowing effect from 33% to 15%.

    [/*]
  • Combined Slow-Footed with the Ponderous trait, as they did more or less the same thing.

    [/*]
  • Renamed Ponderous, Very Ponderous, Extremely Ponderous to Slow-Footed, Sluggish, and Ponderous.

    [/*]
  • Removed the Earth Sleeper and Aquatic Sleeper mutations, which were only on Batrachian and redundant with its Aqueous Repose.

    [/*]
  • Removed the Hummingbird Beak mutation. Liquid diets are an interesting idea, but Avian mutants rely on their beaks for basic functionality and making them roll the dice on one of the best mutations in the game or bricking their character is just bad. Also, a man-sized bird drinking out of tiny little flowers didn\'t make any sense.

    [/*]
  • Fixed an issue with cars crashing into terrain in nonsensical ways.

    [/*]
  • Fixed an issue with Dense Bones giving a flat 4hp instead of the stated 5%.

    [/*]
  • Fixed an issue with BOUNCE ammo types, particularly as concerned the Chain Lightning CBM.

    [/*]
  • @Abe submitted a fix making the Phase Immersion Suit properly acidproof.

    [/*]
  • Fixed a longstanding bug where gaining a mutation that pushed items off of you would duplicate their contents.

    [/*]
  • Backported a fix to NPCs from DDA, which should prevent them from getting traits that they shouldn\'t from their professions and hobbies.

    [/*]
  • [/list]

    [ 2025-10-24 23:49:27 CET ] [Original Post]
    Update 10/20/2025

    • Updated explosions to allow the pressure waves to interact with cover in the same way as shrapnel.

      [/*]
    • Overhauled terrain destructibility, particularly with regard to explosions. Buildings are now much more properly reactive to bombs and an issue with certain floors being effectively indestructible has been fixed.

      [/*]
    • A longstanding bug with concealment and line of sight has been fixed, correcting cases where sometimes enemies should have been visible but were being concealed.

      [/*]
    • Removed the NPC \"hold the line\" rule. There are a lot of problems with NPC controls, and one of them is that these unclear and very marginal rules clutter a list that\'s too big any way you look at it.

      [/*]
    • Stopped NPCs from trying to do first aid when in danger, and gave them a toggleable rule to not use first aid on others. Now if NPCs have medical supplies, they will always try to heal themselves if they\'re safe, and if the rule is enabled they\'ll try and heal their allies too.

      [/*]
    • If you shoot or throw something at a monster but miss, provided the projectile lands within a short distance of the monster, it will react as if it had been attacked. This has not yet been done for NPCs.

      [/*]
    • Turkeys were severely underweight, and were yielding very little meat. They\'re now 4kg. These are wild turkeys, so they\'re smaller than the domestic kind.

      [/*]
    • Digging a shallow pit in rocky soil now gets you a ton of rocks instead of like 4.

      [/*]
    • Flintlocks were missed when I upped range on firearms. All flintlocks have had their range increased by 4. They have also gained a bit of dispersion as they were suspicioisly accurate.

      [/*]
    • Flintlocks were inadvertantly nerfed when I refactored reload times. I have adjusted their base reloads so they cap out at about 4 reloads per second if you have good dex and 10 skill. Most shooters will have 30-60 second reloads.

      [/*]
    • Zombie hulks, juggernauts, and kevlar hulks have had their vision range reduced to be just slightly better than a normal zombie\'s. Being 12 feet tall does not give you the sight radius of a Bethesda NPC who wants to talk to the playher.

      [/*]
    • Traits that affected fatigue, such as Sleepy, Very Sleepy, etc. were affecting weariness recovery. I get the idea, but this was done incorrectly and was returning really weird values in many cases because of how FATIGUE_MOD is set up. Weariness recovery is already affected by metabolism and its own distinct enchantment value, so there\'s no reason it needs to get fatigue involved. This is a bit of a buff for Sleepy characters, as sleeping more makes you more rested. I see no problem with that.

      [/*]
    • There was a bug where you pretty much always succeeded when grabbing monsters. That\'s been fixed.

      [/*]
    • Grabbing aquatic monsters (fish) out of the water was way too easy. Now, you have a huge accuracy penalty when doing it unless you have the broad paws mutation, the feeding tentacles mutation, or you\'re a post-threshold piscine and you\'re in the water too.

      [/*]
    • Removed a leftover reference to the skull zombie in Sky Island.

      [/*]
    • Hopefully removed Gradual Mutation from being selected by Genetic Chaos or other sources of random mutation, correctly locking it to chargen only.

      [/*]
    • Carry weight wasn\'t updating when loading smoking racks or doing stuff with AIM. Now it does.

      [/*]
    • Snails (the forageable item) were evolving into mutant snails. That\'s fine, but they were just randomly rolling on the list of evos for already-mutated snails, so they were sometimes turning into huge ones. Now they have a 5% chance to evolve into the most basic form of mutant snail, otherwise they just die and rot.

      [/*]
    • Worms had 0 kcal. Now they have 1 kcal.

      [/*]
    • Fixed a segfault when selecting a new vehicle part shape in the vehicle menu.

      [/*]
    • Fixed a segfault when turning off the electric carver.

      [/*]
    • Renamed the weaker version of Intestinal Fortitude to Obligate Digestion.

      [/*]
    • @Abe submitted a typo fix for rapid metabolism and a recipe fix for the nail punch.

      [/*]
    • Toned down the number of pens spawning in offices.

      [/*]
    • Pencil cases are now made of nylon instead of cotton.

      [/*]
    • Removed all demihuman items, flags, prefixes, requirements, and everything else from the game. These were largely unused.

      [/*]
    • Removed mi-go bone.

      [/*]
    • Rewrote dissection snippets for all mi-go and most bugs. Re-described the mi-go flesh item.

      [/*]
    • Renamed a couple of cannibal food items. Manburger helper is the best one.

      [/*]
    • Added human flesh to the mutated arm, fetus, and leg.

      [/*]
    • Removed the bug lung item. They now have book lungs, which aren\'t really relevant enough to differentiate them from the general bug guts item.

      [/*]
    • Fixed bloodfeeder for real this time, allowing chiropterans to really drink human blood.

      [/*]
    • Fixed a bad value in mutant frog eggs that was throwing an error.

      [/*]
    • Fixed the meat cocoons that had snuck back into the game. The only creatures which should become meat cocoons as of now are jabberwocks and a couple of very rare related critters.

      [/*]
    • Removed methylated spirits, replacing it with denatured alcohol in all cases.

      [/*]
    • Adult mutant dogs (not the portal dogs, the regular kind) are no longer tameable. Their puppies can still be tamed.

      [/*]
    • Adult regular dogs (attack, guard, normal, and big) now have a small chance to mutate. They will remain tame if you\'d already tamed them.

      [/*]
    • Quartering (during butchery) was not taking very long, which isn\'t how it works IRL. It now takes a lot longer.

      [/*]
    • Feeding tentacles didn\'t have its integrated weapon. Now it does.

      [/*]
    • Added hot dogs to a bunch of recipes.

      [/*]
    • Fishing spears had an incorrect stack count and were behaving oddly. They\'re now proper singletons like arrows.

      [/*]
    • @Abe updated prototype cyborgs (the monster) to have proper blood and to be part of the HUMAN and CYBORG species, as well as to zombify into broken cyborgs. This means they will trigger guilt upon dissection, but (for now) broken cyborgs will not.

      [/*]
    • Fixed an issue where NPCs reading from an ereader that ran out of batteries would enter an infinite loop.

      [/*]
    • Reduced sound propagation across Z levels, making it less likely that you\'ll get spammed by lab bullshit happening hundreds of feet below the earth.

      [/*]
    • Fixed error messages from several gas grenades, cleaned up and standardized a bunch of grenade-related text, and fixed a couple of sneaky bugs.

      [/*]
    • Fixed some behavior where NPCs were not able to autosort the results of their work, and were also unable to figure out fishing.

      [/*]
    • Added some text explaining item degradation on vehicle parts.

      [/*]

    [ 2025-10-21 05:51:45 CET ] [Original Post]
    Update 10/16/2025

    • Disabled thirst for NPCs, as it wasn\'t in a good place automation-wise. As of this update, only your followers have any needs at all, and all they need is food, which as discussed can be provided via a faction camp larder or just handed out as-needed.

      [/*]
    • The flesh-raptor impale attack has been nerfed slightly. It was going through armor too easily, which was not intended.

      [/*]
    • Someone pointed out that skunk spray was going through cars so I accidentally refactored all the explosion code so it works way better now and respects coverage from furniture etc. Shrapnel loses damage as it travels through tiles according to the coverage% and bash resistance of said tile. So a plate glass window won\'t really slow it down, a couch might slow it down a little, and a wall with an embrasure should be fairly safe. If there are multiple sources of coverage in a tile (a creature, a vehicle, and a piece of furniture) it will check them all and use the most obstructing one. I may have also fixed skunk spray I didn\'t check. The long and short of it is that explosives are safer (since you can use cover) a bit more properly destructive to terrain/vehicles, and are a bit deadlier. Running over land mines in a car can still hurt you because there\'s not much of a concept of \"this explosion is under your car and not inside of it\" yet.

      [/*]
    • @Abe fixed the recipe for blunderbuss shot.

      [/*]
    • Backported a fix to the locutus serum.

      [/*]
    • Backported a bunch of various segfault fixes.

      [/*]
    • Bone broth has been reduced from ~45 kcal per serving to 5 kcal per serving, with enjoyability dropping from 10 to 2. IRL bone broth is made with all kinds of vegetables and fresh animal carcasses. There are no veggies in our bone broth and there\'s no guarantee that the bones are fresh or have any kind of meat on them. Dry bones have very little nutrition, but the recipe here still includes some vinegar to extract calcium from the bones, so it remains a decent calcium supplement.

      [/*]
    • Standardized all soup/broth spoilage and enjoyability.

      [/*]
    • Fixed several instances of the game incorrectly displaying volume and weight measurements as \"metric\" rather than \"ml\" or \"grams\" or whatever.

      [/*]
    • Backported a fix to an issue where NPCs were sometimes not switching to a better weapon.

      [/*]
    • Switched the hitman/femme fatale profession to use a P230 which actually supports a suppressor. Switched the telescopic sight to a laser sight because putting a telescopic sight on a tiny little .32 would be ridiculous.

      [/*]
    • Fixed a bunch of mod slots on guns. More things can use suppressors now.

      [/*]
    • Fixed an issue where driving over acid was still splashing you. You\'re now safe 50% of the time if you\'re in an open vehicle like a bicycle and 100% of the time if you\'re in an enclosed vehicle.

      [/*]
    • Slightly weakened most domestic roofs. They\'re still not collapsing like I want when you hit \'em with mortars, so I\'ll probably weaken them a bit more.

      [/*]
    • Removed a leftover reference to the skull zombie in Sky Island.

      [/*]
    • Fixed a segfault when selecting a new vehicle part shape in the vehicle menu.

      [/*]
    • Fixed a segfault when turning off the electric carver.

      [/*]
    • Renamed the weaker version of Intestinal Fortitude to Obligate Digestion.

      [/*]

    A ton of updates to armor:

    • Chip damage was basically not ever being called for armor because of how it worked. I have written a whole new block of code that now gives armor a very small chance to be damaged when it fully blocks a physical non-environmental attack. This chance is based on the attack\'s damage and the chip resistance of the armor\'s materials, averaged according to material proportions if applicable. STURDY helps, soft armors are resistant to being damaged by bash attacks, and most metals are pretty impervious to this stuff. Chitin is relatively easily chipped, though in reality the chance remains <1% for pretty much any attack.

      [/*]
    • Blankets, sleeping bags, pauldrons, and lorica (which have only shoulder coverage) now properly cover wings.

      [/*]
    • Sleeping bags no longer cover 100% of your body unconditionally, but do have the HOOD/COLLAR/POCKETS flags to keep you warm.

      [/*]
    • Leather has lost some of its cut and acid protection.

      [/*]
    • Chainmail has gained more cut protection.

      [/*]
    • Carpet armor is now weak and very warm but not too encumbering, so it might actually be worth considering now.

      [/*]
    • Gambesons have had their protection reduced and encumbrance increased.

      [/*]
    • Aketons have had their encumbrance increased.

      [/*]
    • The o-yoroi has had its leather thickness bumped up to a historically accurate 3mm. It\'s heavier than plate mail and less reliable due to the poor coverage of its iron plates, but has less encumbrance.

      [/*]
    • All chitin materials have lost most of their fire and acid resistance, excepting the biosilicified stuff, which retains its acid and a tiny bit of its fire protection. Regular chitin now gets totally wrecked by acid-spitting enemies, make sure to keep it covered or find something else to wear if you\'re expecting acid!

      [/*]

    [ 2025-10-16 08:41:32 CET ] [Original Post]
    Quick Fix

    There\'s a bug somewhere with faction camp eating and drinking which was triggering an infinite loop for NPCs. This loop prevented NPCs from actually eating and drinking when it triggered, and if you were late enough in the game, they\'d start starving to death. I\'m still tracking the loop issue down, but for now I\'ve decided to disable NPC needs for all NPCs who are not in the player\'s faction. This should handle any issues they were having. Your own people still need food and water.

    I was working on cleaning some other stuff up, so in addition, diving beetles and armored/matriarch centipedes are now slightly smaller. Hooray for non sequitors!

    [ 2025-10-14 00:31:38 CET ] [Original Post]
    Patch Notes 10/13/25

    - Pared down and condensed several things in the options menu.

    - Set the Z level view range to automatically see everything. Previously, by default, you couldn\'t see all the way up or down. It was still simulated, it was just hidden, so there should be no real performance effects.

    - Firearm suppressors now use sound multipliers instead of flat reduction.

    - Bronze anvils no longer require hammers or shovels, instead using casting molds or a box with some sand.

    - Triffids are no longer edible unless you are a post-threshold cattle or rabbit mutant. Their \"flesh\" contains some toxins.

    - Save compression is now automatic and mandatory. This will let me get cloud save stuff set up.

    - Profession skill boosts are now applied before skills are purchased in the skill tab, meaning the cost of raising a skill which is boosted by a profession will be higher.

    - Tentatively re-enabled NPC needs, as I discovered they were not able to digest things with that turned off. I had initially planned to omit this DDA feature from TLG, but I\'ve backported a lot of updates to it and it\'s now quite convenient. The easiest way to keep your people fed is to use a faction camp board (the barebones camp is great for this) or press # to find the distribute food faction job. This sends all the food into an abstracted larder that NPCs will automatically feed themselves from.

    - Tree felling no longer destroys impregnable bunkers. It\'s a tree, not a wrecking ball.

    - Removed brutal strike from scythes and gave them sweep instead.

    - Standardized weapon training recipes.

    - Fixed some bugs with protective lenses CBM.

    - Made all night vision mutations passive rather than active.

    - Removed achievements and conducts related to gaining your first mutation.

    - NPCs can now use training recipes.

    - NPCs can now craft liquids.

    - Fixed copy-from damage inheritance.

    - fixed NPC wield message.

    - Fixed rot randomization.

    - Fixed phase immersion suit not granting grounding when powered off.

    - Fixed reconstituted milk not having any calories.

    - Added drying recipes for canola stalks.

    - Removed opinion gain when failing to recruit a character. Capped opinion gain when chatting with followers.

    - Fixed a few segfaults.

    - Fixed a bunch of other mapgen stuff.

    [ 2025-10-13 10:03:47 CET ] [Original Post]
    Linux build is live!

    See the guides section if you're having issues with SDL2.

    [ 2025-07-16 07:16:53 CET ] [Original Post]
    Changelog 7-15-2025

    Here's the first Steam update, rounding up the changes and fixes since Friday's release. Many of these were prompted by the launch party stream I did over on Youtube.

    • Single pool point buy is gone. It was only there because multi pool had some UI issues that I think are at least mostly fixed. Multi pool got other improvements, too.

      [/*]
    • You get one more stat point in chargen, and the help text for a few of the stats is a bit clearer.

      [/*]
    • Skills no longer give you the first 2 ranks for one point in chargen, but you get more points to start with.

      [/*]
    • Hoarder is gone. It was a bad trait.

      [/*]
    • Jittery now only has a chance to fire if your stomach is almost totally empty. This scales with your current body fat - if you are underweight, the threshold for stomach emptiness drops. So keep yourself fed!

      [/*]
    • The light fur trait was added to the Experiment and Lab Patient scenarios.

      [/*]
    • Fixed some bugs with how manipulation scores were being calculated for mutated body parts. This should generally be a buff to all of them.

      [/*]
    • The Shakes effect is now not quite so punishing.

      [/*]
    • Wandering hordes are now enabled by default. There's no real reason to leave them off, but as they're still technically unfinished (though that'll change soon I hear), you can turn the option off if you like. Static hordes were already enabled, so this doesn't mean there are more zombies, just that they move around a bit more when you're not there.

      [/*]
    • @Juniibeee pitched in to fix some various typos with seat belts and vehicle part descriptions. @andersonarp2810 fixed a typo in the butoka profession description.

      [/*]
    • @Maepple helped end the tyranny of never-spoiling yogurt cups. They now last a couple of weeks, more if refrigerated.

      [/*]
    • Magnetic zombies are back! They come in two forms, one that can steal your magnetic weapon, another that can pull everything magnetic in the area toward it, damaging anyone in the way. They can upgrade into ferrous zombies or shockers.

      [/*]
    • @RogueNova1 submitted a really cool variant of the steel mill where some sort of industrial accident took place. This location contains a dangerous new boss monster and a lot more enemies to encounter, along with more loot.

      [/*]
    • Sharp and flaking rocks no longer stack, now behaving like regular rocks.

      [/*]
    • Fog and mist will now create a visual overlay outside if you are using MShockxotto+. To disable this effect, go into your options and turn weather animations off.

      [/*]
    • @RogueNova1 fixed the crossbow hunter profession, which was starting with rifle skill and not archery.

      [/*]
    • Dodging now has a 1/100 chance to fail no matter what. This affects both you and monsters, meaning wasps should go down a bit quicker when swarmed by zombies. For players, it mostly means the odd lucky hit will sneak in, making it less advisable to train dodge by standing still next to something that is trying to kill you.

      [/*]
    • Adjusted stamina cost scaling for dodging. Previously, it was possible to work it down to 30 with enough skill, which is less stamina than a day 1 starting character regains every second. Now, the base cost remains the same, but the scaling is slower, and caps at 60 stamina. A dodge master will still slowly tire themself out if they try to stand there and dodge everything for several minutes.

      [/*]
    • Cop/SWAT zombies no longer have more melee skill than hulks.

      [/*]
    • Renamed "chest minifreezer" to "mini chest freezer" and made it much bigger.

      [/*]
    • Made minifridge and minifreezer slightly smaller.

      [/*]
    • A big graphics update from @Drawsstuff and @HICON, adding several new tiles for creatures and items to MShockXOtto+

      [/*]
    • Liquid fields, such as blood, sludge, acid, and bile, are washed away by rain. Fires now get put out more quickly by rain and snow.

      [/*]
    • Fixed a bug where monsters that should have been immune to sludge were not, and re-enabled monsters slipping in bile, slime, and mechanical fluid.

      [/*]
    • Fixed a bug with harvested hemlock trees displaying as pine trees.

      [/*]
    • Adjusted encumbrance on several pieces of clothing, including denim shirts and long-sleeved shirts.

      [/*]
    • Turrets and other monsters which do not meaningfully engage in melee combat, defensively or offensively, no longer award melee experience.

      [/*]
    • Lowered the bash armor for most stationary mechanical enemies, meaning that zombies shouldn't get stuck smacking them forever.

      [/*]

    [ 2025-07-16 06:33:07 CET ] [Original Post]
    Changelog 2024 through July 11 2025

    • Removed imgui

      [list]
    • DDA's implementation of imgui was at the time of the fork (and at the time of this writing) incomplete. In addition to disrupting the visual style of the game, it introduced many bugs and performance issues, and slowed the speed at which the game loads dramatically. As a result, TLG's menu system is more stable and the game loads more quickly.

      [/*]
    [/*]
  • Removed several mods

    • Most major mods have been removed from the game, as I do not have time to both develop the game and maintain huge mods for it that I don't even use. If an experienced Cataclysm contributor is interested in porting and/or maintaining one of DDA's mods, please contact worm girl.

      [/*]
    • NPC needs have been disabled by default, so DDA's no_npc_needs mod has been removed.

      [/*]
    • personal_portal_storms has been removed, as TLG does not have portal storms.

      [/*]
    [/*]
  • Improved monster crit resistance. Critical hits in Cataclysm became essentially guaranteed above a relatively modest skill level, ballooning player damage far higher than was ever intended. This was partly because monsters were only able to resist critical hits using their effective dodge score. As the strongest monsters in the game are mostly 2000 pound tanks, and even beyond them, few enemies have more than 3 or 4 dodge, this made enemies far too easy to kill. Now, monsters check the higher of their dodge or melee. Dodge is generally more effective at resisting critical hits, but can be debuffed or disabled by things like snares or the downed effect. Melee doesn't have this problem, but point-for-point confers less resistance.

    [/*]
  • [/list]
    • Added the EXPLOSIVE activity level to better simulate the strain of combat. Attacking, dodging, and smashing corpses now significantly contribute to weariness. Survival means picking your battles and only smashing the corpses you actually need to keep down. Firearms are much less fatiguing to use against large numbers of enemies.

      [/*]
    • Made shooting not entirely deterministic. Ranged attacks in DDA function via a system called dispersion. An enormous number of factors add to or reduce the final dispersion of a ranged attack, but these factors are never random. This means that an enemy standing N tiles away from a character who aims at them for P turns will always take the exact same damage, assuming the same gun, ammo, character stats, etc. Because enemies are constantly moving around and factors like recoil and light are always changing, this can make it hard to notice, however it was preventing some guns from dealing proper crit damage even though they should definitely be able to do so, and it was giving monsters what looked like unerring accuracy; Since they lacked so many of the mechanics being checked for characters, they would often hit the same body part over and over for the same or very similar damamge.

      [/*]
    • The new system functions as the old, but adds a random +/- to the final total which makes ranged combat much less predictable. This random factor is weighted toward the negative, but becomes even at around 18 perception and becomes slightly weighted for positive (at which point it is capped) at 20 effective perception. A reduced sight or manipulation score will count against your perception. This does a much better job of simulating the chaos of ranged combat and in practice means that ferals will miss sometimes and turrets will often hit you once in a burst instead of lasering every single shot directly into your solar plexus. Is also makes perception actually matter.

      [/*]
    • Stamina now affects block chance. Previously, a character would attempt to block 100% of the time at 5 melee. This is still the case (for now) at 100% stamina, but as stamina falls, so too does block chance, though at 10 melee, a character will always attempt to block unless winded.

      [/*]
    • The base healing rate has been cut by 10%, and similar reductions have been made in the bonuses from mutations and lifestyle. Bandages and disinfectant have gone from 2-16 to 2-9. Their base effectiveness remains the same, but their scaling bonus has been cut by 50%. Vitamins no longer give a guaranteed +6 lifestyle per day total, they now average +2.6 total if you get all three of your DRVs.

      [/*]
    • Exodii have been removed. Personally, I appreciated the writing of DDA's Exodii, but found them to be a bad fit for the game as they take the focus off of procedural world exploration and shift it to repeated visits to the same static NPC. They also run counter to our theme, which is more backyard sci fi and conspiracy and less alien invasion.

      [/*]
    • Same for the Yrax, but these are a much smaller faction.

      [/*]
    • CBMs have been returned to labs, hospitals, and a few other locations. TLG is set more or less in the present year, but major leaps have been made in a few technological fields thanks to the suspiciously rapid progress of biotechnology. This technology had only just barely begun to hit the market, but promises of next-generation tech have been closer to reality ever year.

      [/*]
    • Lab adjustments: Old-style labs have made a return, and lab towers are now much more common. Subway labs are now much less common, and are no longer packed with hundreds of zombies. This should go a long way toward improving slowdown during gameplay up on the surface.

      [/*]
    • Portal storms have been removed. While an interesting idea, these were designed to throw a lot of threats at you that are simply best avoided. The fact that every storm included every type of threat meant they all got old fast, and they too frequently interrupted more interesting gameplay. There are plans to add supernatural weather effects which are more varied and less intrusive to stand in for the reality-bending nature of the Cataclysm.

      [/*]
    • Robots are once again a part of the lore, and may be found still mindlessly serving their pre-Cataclysm roles, be that enforcing the law, surveilling the public, or gunning down anything that moves.

      [/*]
    • Apocalyptic regional settings. The Cataclysm was a slow process that took decades to build up before exploding into a zombie apocalypse. In that time, supply lines eroded, the climate shifted, crops failed, and plant life began to die while people and animals slowly began mutating. The natural world is no longer pristine, and the weather is much harsher.

      [/*]
    • Greatly reduced food items spawning in the world, and set the spawn date for all items to at least a few days before the start of the game. Food was running out a year before the dead began to walk. Panic buying, hoarding, and infighting made it difficult for governments to get supplies to their people. Homes are no longer totally stocked with all the food you could ever want. There are no longer fresh-baked cakes sitting out in areas that have been overrun by the undead for days or weeks.

      [/*]
    • Foraging is much more difficult. Fruit-bearing plants are harder to come by, and finding ones that aren't picked over or totally bare is hard work that requires a bit of survival and perception.

      [/*]
    • Skill rust has been removed. This was never a good mechanic. DDA's attempts to revive it were met with widespread resistance, and it was then nerfed to become a "bonus" that hardly counted for anything at all. Cataclysm games do not last long enough to model any sort of realistic skill rust, and constantly losing skills is not a fun experience, so the whole system is gone.

      [/*]
    • Created a system to handle liquid attacks, which can now be properly dodged and behave logically according to the breathability and coverage of a character's armor. This was done to improve the behavior of bile and acid (ubiquitous threats in the Cataclysm), but can theoretically work for a wide variety of fluids.

      [/*]
    • Acid overhaul

      [list]
    • Acid does damage over time, can temporarily blind you if it gets in your eyes, affects your lifestyle score, and most importantly, has a low chance to damage your equipment. Protecting yourself and your things from acid now relies on wearing equipment which has low breathability and/or high acid resistance, especially on your outermost layers. Luckily, acid is now properly dodgeable in all cases and most acid-spitting enemies have limited range.

      [/*]
    • Acid puddles also use this system, splashing onto your feet. Characters who are prone or otherwise lower to the ground may find that puddles are more dangerous. In either case, the puddles last much less time.

      [/*]
    [/*]
  • Bile overhaul

    • Bile has a low chance to make worn equipment filthy when it strikes you. If it contacts your skin, it will cause nausea and make it easier for scent-tracking monsters to find you, and it can cause temporary blindness or even conjunctivitis if it gets in your eyes. Wearing non-breathable or disposable clothing on your outer layers can protect you and your gear from getting dirty, but bile can be dodged in all cases.

      [/*]
    • Bile on the floor can cause you to slip and fall. The chance is very low, but is exacerbated by high foot encumbrance, impairments to your balance, low dexterity, smooth, flat terrain (such as sidewalks or wooden floors) or running.

      [/*]
    [/*]
  • Added grappling. Enemies can be grabbed with the (G) key and thrown with the (t) key. Grabbed enemies are unable to dodge, but beware - grappling requires two free hands and penalizes your own ability to dodge, and grappling burns a lot of stamina. Grappling relies on strength, dexterity, melee, and unarmed skill, while throwing creatures relies on strength, relative size category, unarmed, and throwing skills. Thrown creatures take (and deal!) damage proportional to their size and the distance they are launched. Shoving someone a tile or two might not hurt them at all, while throwing a zombie ten tiles is a superhuman feat that might kill them outright or smash them through a wall!

    • Some martial arts techniques require the attacker to be grappling the target. A new attack (strangle) has been added to the Brawling martial art to take advantage of this.

      [/*]
    • NPCs currently do not grapple. Monsters use the same systems they always have.

      [/*]
    [/*]
  • Armor has had a major overhaul, mostly to combat power creep, but also to modernize and in some cases simplify the system. DDA made several cool additions to the armor system over the years, but these introduced power creep that eventually had characters walking around with 40+ armor on every body part. To compete with this, monsters started getting abilities such as impale or obnoxious amounts of armor penetration, meaning that much of the time, all that cool armor you had wasn't even doing anything!

    • Many armor pieces now occupy multiple layers, encumbrance values are generally higher across the board, and coverage has been reduced.

      [/*]
    • Armor values have been adjusted for some materials.

      [/*]
    • Armor material thickness has been audited with more consistent guidelines.

      [/*]
    • Extraneous armor pieces have been removed. There is a fine line between simulating as much as possible and creating crafting menu lists that are impossible to navigate or understand.

      [/*]
    • Made several improvements and bugfixes to the underlying system, many concerning how fire and acid are handled.

      [/*]
    • Made outgoing bash damage far less likely to damage the attacker's clothing when using unarmed combat. While it makes a degree of sense that these items would be damaged in combat, kicking a couple of people is not going to atomize your blue jeans.

      [/*]
    • The Hub-01 MDS has been removed for not meeting realism or legibility standards. It was a good example of what sort of things are possible with the armor system, but its form factor did not make sense in-universe, and on the user side it was almost impossible for most players to understand how effective the armor even was. It was extremely good, as it turns out, and handing that sort of thing out for free runs counter to our design principles. If you want good gear, you need to get very lucky or put in the work.

      [/*]
    • Reworked Faraday armor, which is relatively simple to make if one has the skills and components. It consists of nothing more than a suit of chainmail or plate mail, a cleansuit, and some wire. This armor perfectly shuts out electricity so long as the user is grounded, meaning they must be standing on solid ground and not in water.

      [/*]
    • Survivor gear has been reimagined and re-implemented as (mostly) soft armor which aims to use commonly-available materials to protect from zombie attacks, including bites and acid. It lacks the ballistic protection of military armor and is not as protective against melee as medieval armor, but it strikes a balance that should make it an attractive option for any survivor.

      [/*]
    [/*]
  • Moved most mutation attacks to attack techniques. These automatically fire in combat, but will happen instead of your normal attack, not in addition to it. This can be good or bad, but these attacks are generally quite powerful and quick. Mutation attacks almost always use the unarmed skill, and in many cases there are ways to reduce or increase the chance of using them.

    • In many cases, having a matching muzzle will increase the effectiveness of any biting mutation.

      [/*]
    [/*]
  • Made point buy the chargen default, but freeform can be freely selected if desired. Survivor mode was simply not doing a good enough job of telling the player what they were actually getting. It called nonsensical things overpowered and grossly overestimated certain traits or abilities. A system that lies to you is worse than an imperfect system or no system at all, and in my opinion, point buy was a fun part of the game.

    • Point values will be undergoing an audit and "free" penalties such as truth teller are being reworked or removed.

      [/*]
    [/*]
  • Removed Catalyst and Primer. Now there is only Mutagen and Mutagenic Infusion. Mutagen is the less pure, weaker version, infusion is stronger and more pure. You only need to take one drug to mutate, no more babysitting two confusing chemicals.

    [/*]
  • Removed many pointless variant animals, pruned out bloat and redundant monsters. Dogs now come in three varieties (tiny, small, and medium) and cats in one. There is only one frog and one mutant variety of that frog. Putting shock/acid/poison/sludge variants of every single enemy in the game just makes different locations more homogenous, and homogenity is bad. Instead, we aim to make a smaller number of enemies more interesting and unique.

    [/*]
  • Improved HP for pet animals, especially dogs.

    • Added trained versions of the small and medium dog, the attack and guard dog. These are stronger, tougher, and braver. You cannot currently train your own animals, but that is planned.

      [/*]
    • Mutant dogs and cats still exist because those are funny and cool.

      [/*]
    • Improved mutant slugs and snails. They now spread sludge instead of acid. The snail has a harpoon attack that pulls you close, and the slug has a poison attack. Both are more dangerous than they previously were. The sludge crawler is now properly killable if lit on fire.

      [/*]
    • Improved mutant crows and placed them in many more locations, especially rooftops.

      [/*]
    • Removed all monsters smaller than a rat. There is no point in having a hummingbird use the monster system, it is not a creature that has any significance to gameplay whatsoever. In some cases, animals like (non-mutated) snails still appear, however these are represented using the item system and not as monsters. An exception is currently being made for fish fry and tadpoles as the monster system is integral to their life cycle. Expect that to change eventually.

      [/*]
    [/*]
  • Removed the Shadow boss encounter. While an interesting and well-written addition to DDA, it doesn't fit our lore, and I don't think the way it's forced on every single character harms replay value and treats the player character like the center of the universe. Something similar may eventually make a reappearance, but it will not be something that seeks you out every run.

    [/*]
  • Plant and Elf-A mutants can photosynthesize, receiving kcal from standing in sunlight relative to the amount of skin they have exposed, or covered only by transparent items. The kcal values are fairly small for Elf-A, usually capping out at around 70/day in Summertime, but can approach 300/day for a fully mutated Plant. This is not enough to survive on, but especially for Plants (who need very little kcal to begin with), sleeping in the sun may make life a lot easier.

    • LEAVES mutations will die off in fall, go bare in winter, and regrow in spring. This affects photosynthesis and wet effects and will eventually be used in heat regulation and metabolism.

      [/*]
    [/*]
  • Removed the Isolated Artisans and their associated items. These characters were essentially a way to prevent the player from actually having to do any crafting to get the best armors in the game, and provided far too ready access to ammmunition.

    [/*]
  • Steel variants have been removed. This system created a massive amount of work on the dev/contributor end for very marginal benefit, introduced a ton of errors as item definitions had to be copied five or more times for all material definitions, and contributed significantly to power creep while giving players the expectation that they should always only be using the best stuff, making at least two of the steel types totally pointless. Variants are planned for eventual re-introduction with a smarter system that can change the base stats and materials of an item on the fly.

    [/*]
  • Removed several practice recipes and some associated profiencies.

    • Wound Care/Advanced Wound Care have been replaced by Field Medic, which improves tending speed but does not improve effectiveness. Intelligence or perception above 10 now provide a small bonus to bandaging and disinfection, respectively.

      [/*]
    [/*]
  • Foodplace, Foodperson, and all references to such have been deleted.

    [/*]
  • Poison ivy was added as a naturally spawning trap, afflicting you with a rash if it touches bare skin.

    [/*]
  • Strange temples have been removed due to being incompatible with the lore.

    [/*]
  • Nearly all item variants have been removed, greatly reducing file size and general bloat. It's up to you to decide what's printed on your t-shirt.

    • A blanket exception has been made for things like halloween masks, plushies, body pillows, and flags, which largely only exist because of their variants.

      [/*]
    [/*]
  • Removed autonote from nearly all map extras - exploration should be immersive and these locations ought to feel like an actual part of the environment, not map markers.

    [/*]
  • Zombie animals have simpler and more descriptive names, e.g "zombie deer" instead of "woodland wight".

    [/*]
  • Greatly reduced wear and tear to the attacker's clothing when fighting unarmed.

    [/*]
  • Small and tiny characters now have stomachs big enough to actually feed themselves.

    [/*]
  • Reduced HP for small and tiny characters.

    [/*]
  • Moved the bionic professions mod to mainline, as bionics are technology which was starting to become available just before the Cataclysm.

    [/*]
  • Made pounce and leap mutations actually functional, dramatically increasing the power of feline, batrachian, bird, and rabbit mutations.

    [/*]
  • Audited the spawn rate of many wild animals and other less-consequential creatures, which should cut down on lag without harming food supplies.

    [/*]
  • Added tempered glass as a new and more durable material for car windshields.

    [/*]
  • Cleaned up, improved, and pruned a bunch of constructed terrain and its associated recipes.

    [/*]
  • Made trapdoor spiders detectable with perception/devices or ground-penetrating sonar.

    [/*]
  • Adjusted Light Step so that it reduces but does not effectively silence your footfalls.

    [/*]
  • Gave fields the ability to cast spells, greatly expanding what is possible with the field system.

    [/*]
  • Nerfed crowd crush. You now need to be surrounded on most sides by enemies or walls to be crushed.

    [/*]
  • Updated snap targeting (in ranged combat) to move the camera. It was previously not doing this and leading to issues where aiming across Z-levels caused bugs.

    [/*]
  • Updated grenades to have much saner damage radii. Being very close to a grenade is usually going to be lethal, but they're no longer mininukes. Expect a grenade thrown into a zombie horde to kill 3-9 and wound many more, rather than killing 30+ as they did in DDA. Pipebombs are still the weapon of choice for more armored enemies.

    [/*]
  • Improved the behavior of HOOD, POCKETS, and COLLAR flags to provide warmth in more situations. Items with the HOOD flag will not provide warmth if you're wearing something on the same layer on your head.

    [/*]
  • Updated cloak and blanket-type items to have proper coverage and layer data, as well as in most cases the POCKETS flag, giving them the ability to warm your hands.

    [/*]
  • Updated gas stations to no longer give out free gas, but ensured that each one has a payment terminal and a tank to draw from. Characters will no longer spill gas all over the place like Mr. Bean unless they have the CLUMSY trait or something is wrong with their hands.

    [/*]
  • Made the wacky servant/maid enemies only spawn in the "Mansion Escape" scenario. Most mansions are just full of zombies. It would be nice to make the Mansion Escape building findable as a global unique in a normal run, but for now that isn't the case.

    [/*]
  • No more humanoid aliens. There is nothing humanoid out there that is friendly, either. As such, grackens have been removed.

    [/*]
  • Starting a fire now always needs tinder if the thing you want to light on fire does not have the TINDER flag. This generally includes liquid fuels, paper, and other easily ignitable items. This flag has been added to many items, and will be given to more things that ought to have it as we come across them.

    [/*]
  • Missed melee attacks no longer damage your weapon.

    [/*]
  • New monster: glowstalk. An unviable portal monster, it can be encountered with other nether monsters of that kind.

    [/*]
  • Adjusted reload time for guns and magazines, adding stricter skill-based scaling to reload speed penalties and reducing the speed of loading cartridges into magazines overall.

    [/*]
  • Stat descriptors have been added to aid understanding, for example, if you had 0 strength, it would show up as "Helpless", while 16 strength would be "World-Class".

    [/*]
  • Tons and tons of back-end infrastructural changes to itemgroups, ids, mapgen, etc.

    [/*]
  • Removed DDA's tutorial character, Liam. TLG is not interested in hand-holding: While we will keep quests and NPC factions, the story is meant to be told by the player, not to the player.

    [/*]
  • Made fingertip razors CBM use the above system. Buffed fingertip razors and removed the bionic claw which is now redundant.

    [/*]
  • Overhauled armor mutations, bringing them in line with TLG's way of doing armor.

    [/*]
  • Fixed and updated damage on bite mutations.

    [/*]
  • Added balisongs as their own item rather than a variant.

    [/*]
  • Added a crush attack to crustacean claw, which can be used against grappled enemies.

    [/*]
  • Adjusted profession costs to make them less restrictive.

    [/*]
  • Adjusted gun names (with brand names on) for better readability.

    [/*]
  • Removed high adrenaline from chargen (it was a bug that it was there).

    [/*]
  • Further improvements to mutagens and the mutation process.

    [/*]
  • Removed Apis.

    [/*]
  • Improved NPC AI regarding weapon selection.

    [/*]
  • Added missing mutation lines to the extra mutated scenarios mod.

    [/*]
  • Updated survivor suits, making the light suit into a non-rubberized version.

    [/*]
  • Made rubber sealant more available.

    [/*]
  • Reduced loot in police armories.

    [/*]
  • Reduced loot in cars.

    [/*]
  • Reach weapons except for whips do reduced damage in melee.

    [/*]
  • Reach weapons no longer teach the melee skill when making reach attacks.

    [/*]
  • Audited blunt weapons.

    [/*]
  • Added several weapons including the chain whip and nunchaku.

    [/*]
  • Expanded kung fu and karate to make use of many different weapons.

    [/*]
  • Major grappling fixes.

    [/*]
  • Fixed dogs not wearing dog armor.

    [/*]
  • Condensed and variantized halloween costumes.

    [/*]
  • Made broken glass traps work again.

    [/*]
  • Electronic night vision debuffs perception, overrides biological night vision.

    [/*]
  • Added protest and organization flags.

    [/*]
  • Overhauled fire, making it less lethal, removed its ability to burn you forever, and made it harder to start house fires. These fires burn faster and are less likely to consume an entire building before burning out.

    [/*]
  • Added fire ants: ants that shoot fire.

    [/*]
  • Nerfed tear gas.

    [/*]
  • Allow monsters to be deafened by loud sounds.

    [/*]
  • Pathfinding fixes for monsters.

    [/*]
  • Added neck gaiters in both cloth and Kevlar.

    [/*]
  • Fixed aventails.

    [/*]
  • Gave butlers and maids aprons.

    [/*]
  • Reduced NVG spawns.

    [/*]
  • Added the ability to freely switch to NPC followers at any time without needing a camp board and with no cooldown.

    [/*]
  • Fixed some bugs related to swapping to NPCs.

    [/*]
  • Made sociable and asocial less spammy.

    [/*]
  • Morale effects from food and books now last much longer.

    [/*]
  • Made pain from injury soft-capped by the level of damage to the limb being injured.

    [/*]
  • Added zombies, feral security guards, and the odd gunbot to light industry and irradiation plants. Light industry is a bit safer.

    [/*]
  • Shelled mutants are no longer totally fireproof, chuds flee from bright light.

    [/*]
  • Did a ton of DDA backports, which generally improve functionality and reduce lag.

    [/*]
  • Adjusted soldier loot to better reflect the real-life enlistment gender split.

    [/*]
  • Added the Magnetic Repulsor CBM to aid in throwing magnetic items/creatures.

    [/*]
  • Overhauled throwing items, greatly reducing range and making it scale harder with skill/strength.

    [/*]
  • Fixed gas emission for gas-dispensing monsters.

    [/*]
  • Revived gasoline zombies.

    [/*]
  • Added more tiles for MSX.

    [/*]
  • Removed spammy temperature warnings.

    [/*]
  • Removed fleet-footed and quick from starting traits, these powerful abilities are now only accessible via mutation (you can still pick them via a mutated starting scenario).

    [/*]
  • Spider mutants can now crawl quickly and scale most walls while running or crouching with their hands free.

    [/*]
  • All animal foot mutations grant TOUGH_FEET so you can go barefoot without penalty.

    [/*]
  • Renamed mutation lines to sound more consistently scientific.

    [/*]
  • Tiny and small are restricted to murine and lagomorph post-threshold. Pre-threshold mutants can still get little, which makes you small but with some extra penalties.

    [/*]
  • It is now impossible for melee attacks to target a bodypart which has 0 HP. 0 HP limbs are simply not included in the body part selection when an attack is made. This doesn't change much for the player, but will make NPCs less weirdly durable.

    [/*]
  • Added a cover system, with concealment and coverage values for all furniture and terrain. Concealment blocks view of adjacent creatures (depending on sight lines) if they are small enough to fit behind it. Cover has a chance to intercept ranged attacks, depending on distance from the attacker and the attacker's accuracy.

    [/*]
  • Adjusted ranged accuracy calculations versus targets of different sizes. Previously it was far too variable, with tiny creatures being five times harder to hit than medium ones.

    [/*]
  • Fixed broken vitamin rates for carnivores and hemovores.

    [/*]
  • Alllowed mutants with webbed hands to wear mittens and other mitt or mitten style gloves. Limbified webbed hands,

    [/*]
  • Recalculated swim speed, making it impossible to swim faster than you can run, and making carried weight a little bit less disastrous for swimming attempts.

    [/*]
  • Reduced infrared vision distance in most cases.

    [/*]
  • Tear gas sprayers are less common.

    [/*]
  • Compound eyes are immune to the blinding effects of tear gas.

    [/*]
  • Various adjustments to monster loot.

    [/*]
  • Removed scout from murine mutants, renamed topographic agnosia to directionally challenged.

    [/*]
  • Added size-based resistance to most poisons and gases, made creatures like centipedes stop being arbitrarily immune to stuff.

    [/*]
  • Cleaned up some redundant checks in field logic.

    [/*]
  • Re-added explosions to RPG rockets.

    [/*]
  • Faction camp NPC hunt jobs are now far less productive.

    [/*]
  • Overhauled the female character tiles for MSX.

    [/*]
  • Fixed layering for all tilesets, making a bunch of mutations and bionics display properly.

    [/*]
  • Fixed the behavior of blood, butchery, and smashing. Corpses which have been bled will no longer produce blood when other things are done to them.

    [/*]
  • Smashed corpses can no longer be dissected.

    [/*]
  • Corpses cannot revive while frozen.

    [/*]
  • Medium-sized corpses now require a rope and a tree or hook to fully butcher.

    [/*]
  • Updated and modernized the hyper-metabolism mutation.

    [/*]
  • Improved overmap drawing and line of sight behavior.

    [/*]
  • Raised encumbrance threshold for feet so that sneakers are not worse than bare feet indoors.

    [/*]
  • Adjusted names of levels of sleepiness and lifestyle.

    [/*]
  • Removed mood buff from psychopath and numb characters for playing with pets.

    [/*]
  • Modernized the o-yoroi.

    [/*]
  • Added new title screens.

    [/*]
  • Mutant arthropods now have life cycles. Many of the biggest ones should die off around winter.

    [/*]
  • Gave mosquitos a bleed-enhancing venom.

    [/*]
  • Lambs, goat kids, and llama calves are now tameable.

    [/*]
  • Leap abilities gained from mutations are now fully functional and can cross gaps or even jump up to higher z-levels.

    [/*]
  • Nerfed flesh-raptor attacks.

    [/*]
  • Added the ability to (v)iew monsters during certain safe mode interruptions.

    [/*]
  • Further armor and material updates. The leather touring suit is now a NORMAL layer item, adding it to the fairly small list of protective gear that fits in this layer. Added buckskin shirts and vests, which fit in the same layer.

    [/*]
  • Bronze items are no longer STURDY.

    [/*]
  • Buffed survivor suits.

    [/*]
  • Wielding an item releases your grab.

    [/*]
  • Made 5-point anchors wearable for all.

    [/*]
  • Buffed most mammals.

    [/*]
  • Removed killer drive for being silly, spammy, and uninteresting, as it was satisfied by merely killing zombies, which every player is always doing, rather than innocent humans or something like an actual serial killer.

    [/*]
  • Bagh nakh are now proper unarmed weapons, and must be worn to use.

    [/*]
  • Nerfed frog mother regeneration.

    [/*]
  • Decoy pupating zombies now evolve to proper ones after a few days, and have reduced skills and regen until they do.

    [/*]
  • Adjusted ammo and spent casing distribution for realism.

    [/*]
  • Items found in regional dumps and recycling centers are now often damaged or filthy.

    [/*]
  • Monsters that leave sludge trails do so a bit less uniformly.

    [/*]
  • Error messages now properly show the version number.

    [/*]
  • Added an original game icon.

    [/*]
  • Improved the search function for crafting recipes.

    [/*]
  • Adjusted the amount of mutagen required to mutate and to cross the threshold.

    [/*]
  • Made jabberwock hearts properly give beast mutagen when eaten.

    [/*]
  • Made tasers able to fit in holsters.

    [/*]
  • Improved/fixed item spawn dates.

    [/*]
  • Crafting explosives now primarily relies on the devices skill.

    [/*]
  • Added dashboards to golf carts, making them chargeable.

    [/*]
  • Made long poles and spear shafts easier to craft.

    [/*]
  • Flails now require mechanics to craft.

    [/*]
  • Snares and beartraps now properly drop from the victim when they escape or die.

    [/*]
  • [/list]
    • Eyes no longer get wet.

      [/*]
    • Added keratin material and gave it to appropriate integrated items.

      [/*]
    • Did another balance pass on blunt weapons and landscaping tools.

      [/*]
    • Fixed dodge penalties for grappling and dodge penalty display in general on the @ screen.

      [/*]
    • Ranged attacks, including reach attacks, now count Z levels as 2 tiles each.

      [/*]
    • Made evolved zombies not immune to bleeding.

      [/*]
    • Updated and revised the Alcohol Metabolism mutation so that it actually allows for use of alcohol as a food source by limiting its negative effects.

      [/*]
    • Gave alcohol metabolism to Plant, Sylvan, Medical, and Slime mutants as well as Troglobite.

      [/*]
    • Slightly reduced drunkenness penalties for all characters.

      [/*]
    • Recycler Unit CBM now only affects thirst.

      [/*]
    • Targeting System and Recycler Unit CBMs now require power to function.

      [/*]
    • Renamed Sugar-Loving mutation to Snackaholic.

      [/*]
    • Allowed High Night Vision mutants and NVGs to read and craft slowly in the dark. Full Night Vision mutants can do it perfectly.

      [/*]
    • Added the Night Blindness trait.

      [/*]
    • Removed Indefatigable and Night Vision from chargen traits.

      [/*]
    • Added penalties to melee combat for characters without good night vision.

      [/*]
    • Nerfed Indefatigable and Hyperactive.

      [/*]
    • Adjusted dodge calculations to benefit from perception as well as dexterity.

      [/*]
    • Removed coverage types (VITALS, RANGED, MELEE) from armor.

      [/*]
    • Various armor menu fixes and improvements.

      [/*]
    • Added fire protection to more items.

      [/*]
    • Reduced chainmail's bash protection.

      [/*]
    • Removed food truck fridges and freezers. Chest Minifridges/Chest Minifreezers will suffice.

      [/*]
    • Redid archery from the ground up. Bows no longer do 10x crits. Crossbows have not been done yet. Most bows are now much more broadly viable and have much better range.

      [/*]
    • Overhauled many martial arts and their techniques, generally improving their ability to affect zombies.

      [/*]
    • Removed monster "Throat cut" ability and replaced it with an armor piercing attack that can hit any body part.

      [/*]
    • Made creatures more pit-aware. Made pits not harm tiny creatures. Made stepping into a pit from an adjacent pit not trigger a second fall (it's a trench, not 2 pits).

      [/*]
    • Overhauled stamina costs, making them more favorable to heavy/slow weapons.

      [/*]
    • Removed all mentions of DPS and DPS calcluations from the game.

      [/*]
    • Reduced base damage on all combat knives by 20-25%.

      [/*]
    • Reduced accuracy on many combat knives.

      [/*]
    • Whips now use 50% of intelligence and 50% of strength for all bash damage calculations which would normally only use strength. This is a unique property of whips, and only applies to their bash damage. Cut and stab are handled as normal.

      [/*]
    • Reduced dodge bonuses from various mutations.

      [/*]
    • Fixed vehicle curtains always blocking line of sight.

      [/*]
    • Made fences easier to bash down.

      [/*]
    • Made fences and other THIN_OBSTACLE terrain have a chance of blocking reach attacks.

      [/*]
    • Allowed spells (such as acid/bile spit) to go through fences, windows, and other cover-providing terrain. These effects are blocked cover% of the time.

      [/*]
    • Added a stumble chance when attacking from unstable terrain.

      [/*]
    • Climbing now checks your weight (including gear). Flimsy terrain (e.g. drainpipes) will not support an adult, while huge characters (like bovoid mutants) may have trouble climbing fences or even ladders. This also applies to monsters.

      [/*]
    • Updated Deft's description to say what it actually does.

      [/*]
    • Fixed an issue with birdshot nearly always failing to eject in semiautomatic shotguns.

      [/*]
    • Stabbing weapons can now get lodged in targets, triggering a minor movecost penalty. If this was a reach attack made through an impassable space (IE open air or a fence), you may drop your weapon into the enemy's tile on accident.

      [/*]
    • Greatly buffed and bugfixed zombie dog evolutions.

      [/*]
    • Buffed headless horrors and made them actually huge.

      [/*]

    [ 2025-07-11 19:46:25 CET ] [Original Post]
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