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.
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.
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