Update log
Full Cataclysm: The Last Generation update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Store
- Balance
Improved blocking code a bit more. Now before deciding whether to body or weapon block, it checks the block score on all candidate limbs first. This should mean that if you're using a knife or something and your arms become too injured to block well, you'll try to use your knife instead, so overall it's a buff, and takes a bit more strain off the player who might otherwise want to micromanage this stuff.
Fixed an error message in Sky Island and Generic Guns.
Chainsaws and chainsaw-type items now make an terrific amount of noise and no longer spam messages regardless of whether you can actually hear them or not.
Shotgun traps, land mines, and crossbow traps now make an appropriate amount of noise.
Unstable flesh-raptors and claymore boomers no longer create an unbelievably loud AOE cut attack. Instead, they make an honest to God explosion that utilizes standard shrapnel and blast mechanics. This is an unpredictable and potentially very dangerous attack. The best defense against it is ballistic armor, but going prone or getting behind cover may also protect you from the shrapnel.
Zombie soldiers (pretty much all types) now semi-frequently will have a bit of loose ammo or spare magazines on them in 12ga, 9x19, 5.56, or 7.62.
Greatly expanded the loot pool for zombie soldiers of all types. They can now have a bunch of useful and not so useful odds and ends on them.
Zombies and ferals of all types will now sometimes have ++ or XX gear, instead of always having || to \\.
Random items lying around in houses are now a bit less likely to be damaged.
Fixed an issue where autotarget was not resetting after killing an enemy with a reach attack or thrown item.
Samples (as in, the mutagen ingredient) no longer spawn in lopsided distributions favoring specific lines in lab-type areas. All samples spawn at the same rate except human (half as common), slime (uncommon), and beast (rare).
Backported a number of updates to crafting from DDA. Most of these are under the hood, but recipes with steps (currently this is just bread) now run at the same speed as non-stepped recipes.
@scale2x submitted a fix for nonstandard liquids displaying in the vehicle menu when stored in tanks. They should no longer appear blank.
@scale2x submitted a fix for duffel bags, they are no longer waterproof.
@scale2x submitted a fix for seed drills, they now check the weather conditions for the specific seed they're trying to plant and only fail if that one's no good.
@scale2x submitted a fix for grain stooking. The confirmation prompt is now gone, making the process quite a bit faster if you're stooking multiple piles of grain. Thanks for all of these!
@SD-5600 added more updates to the simplified Chinese translation.
Source
