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.
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.
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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.
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