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.
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.
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