Update log
Full Cataclysm: The Last Generation update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
- Fixes
- Maps
- Balance
NPC AI Fixes
Hostile NPC aggression and combat behavior has had a major fix. Previously, hostile NPCs were basically ignoring threats that were more than a few steps away. Now, they'll engage and pursue enemies whenever they see them.
This technically applies to allied NPCs as well, but their existing engagement/follow distance rules will override this behavior where appropriate.
NPCs are now much more willing to try to reload in combat, though they'll still switch to melee if they don't think they'll be able to get a round in the chamber before their opponent closes to melee. Luckily, they're a bit smarter about guessing when and if that will happen at all.
Implemented the rudiments of NPCs evaluating the effectiveness of unarmed combat. This does not yet include martial arts, unarmed weapons, or mutations, but it at least doesn't make them assume it's a worthless option.
Made some micro optimizations to NPC AI, which may result in minor performance improvements.
The above changes are by no means perfect and may cause some unanticipated behavior, but for the first time since well before TLG was forked, bandits are an actual threat. Be careful!
Alcohol Text Distortion
When your character is drunk, the message log will now begin to include spleling erors. These are infrequent and mild when buzzed or tipsy, but get pretty bad when you're really hammered. Unfortunately, it is impossible to safely run transformations of this type on non-ASCII text, meaning our Russian, Chinese, Japanese, and Korean friends may not get the full effect.
Other Stuff
Grappling no longer passively drains stamina per turn. Now, you only lose stamina when you drag, throw, or attack a grabbed target, or when the target attempts to resist the grab. The stamina lost during grab break attempts scales according to both combatants' skills, stats, and size. Overall this should result in grappling characters burning less stamina.
Fixed a number of issues with drug effects and their timers and durations.
Removed the "depressants" effect from most alcoholic beverages. "Depressants" and "stimulants" are ancient hardcoded effects that oversimplify intoxication and provide a very poor simulation of any kind of drug, and are being phased out.
Being drunk is less debilitating overall.
The fatigue from smoking weed is no longer uncapped, so you won't go into a coma from snoking.
Removed the Hub-01 Ancilla doctor. This character has been on the chopping block for over a year, I just never got around to it before. They trivialized implant installation in the same way Rubik did, and all that really does is bypass mechanics which are there to support the gameplay loop.
Removed the Refugee Center teamster and the shady trader outside NECC. The teamster had become obsolete as the locations he pointed to no longer exist for the most part, and the shady trader was just a thing related to him that didn't really fit TLG lore.
Fixed a crash that could occur during the unload action, especially if an NPC was doing it or an autosave/load triggered while unloading.
Throwing axes now fit in axe ring holsters and other axe-specific containers.
@SD-5600 submitted yet more fixes to the simplified Chinese translation.
@SD-5600 又提交了一些对简体中文翻译的修复。
@Likeashadow406 submitted several fixes, creating parity among the crafting times for similar types of bolts and arrows, removing batch crafting bonuses from all bolts and arrows, adding steel fragments to the bash results for lockers, and reducing the price of welding and brazing rods/wire.
Source
