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.
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.
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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
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