Cataclysm: The Last Generation
Steam News 12 May 20269d ago

Updates 5-11-2026

A bunch of random fixes. Shoutout to scale2x/DoubleScale for submitting a bunch of fixes for random annoyances out of nowhere. Feral spear attacks can no longer hit you if you're on a roof and they're on the ground or v…

Update log

Full Cataclysm: The Last Generation update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix2 additions3 changes1 removal
  • Gameplay
  • Fixes
removedFeral spear attacks can no longer hit you if you're on a roof and they're on the ground or vice versa. They should now very consistently follow the same rules as player spear attacks, only reaching vertically if you're directly above them (e.g. at the top of some stairs with them right beneath).
addedGrappler zombies should no longer bury you in the dirt when they pull you off a roof. This was caused by multiple grapplers trying to pull you at the same time, resulting in you being moved downward twice even though they were both only one tile beneath. This fix is accomplished by adding an invisible effect that only permits a creature to be pulled by one monster in a single turn. I don't foresee any issues with that solution, but if some new problem with monster pull attacks arises, that's probably why.
changedGreatly reduced the heat/fuel cost for cooking pemmican. It previously assumed you were heating the meat and berries, but that's not how pemmican works.
addedAdded a food processor version of all 3 pemmican recipes. This removes the knife and knife skills proficiency requirement and reduces the base time for a single unit from 45 minutes to 20 minutes. This version still grants a batch crafting bonus so it is extremely useful to have a food processor for this.
changedChanged the way pemmican is named to make it a bit less clunky.
changed@scale2x reworked how the weariness transition display in the sidebar works. Weariness thresholds are not uniform in size but the sidebar assumed they were, which led to some weird inconsistencies especially going from fresh to light to moderate and vice versa. Now the bar accurately shows the actual percentage of the weariness threshold you're at. This is one of those weird and thankless tasks that really goes a long way, so everyone give your local dinosaur a thumbs up.

A bunch of random fixes. Shoutout to scale2x/DoubleScale for submitting a bunch of fixes for random annoyances out of nowhere.

  • Feral spear attacks can no longer hit you if you're on a roof and they're on the ground or vice versa. They should now very consistently follow the same rules as player spear attacks, only reaching vertically if you're directly above them (e.g. at the top of some stairs with them right beneath).

  • Grappler zombies should no longer bury you in the dirt when they pull you off a roof. This was caused by multiple grapplers trying to pull you at the same time, resulting in you being moved downward twice even though they were both only one tile beneath. This fix is accomplished by adding an invisible effect that only permits a creature to be pulled by one monster in a single turn. I don't foresee any issues with that solution, but if some new problem with monster pull attacks arises, that's probably why.

  • Pemmican recipes now require a boiling container to melt the fat in.

  • Pemmican recipes now utilize the food preservation and knife skills proficiencies. They will be a bit slower if you do not have them.

  • Greatly reduced the heat/fuel cost for cooking pemmican. It previously assumed you were heating the meat and berries, but that's not how pemmican works.

  • Added a food processor version of all 3 pemmican recipes. This removes the knife and knife skills proficiency requirement and reduces the base time for a single unit from 45 minutes to 20 minutes. This version still grants a batch crafting bonus so it is extremely useful to have a food processor for this.

  • Changed the way pemmican is named to make it a bit less clunky.

  • @scale2x reworked how the weariness transition display in the sidebar works. Weariness thresholds are not uniform in size but the sidebar assumed they were, which led to some weird inconsistencies especially going from fresh to light to moderate and vice versa. Now the bar accurately shows the actual percentage of the weariness threshold you're at. This is one of those weird and thankless tasks that really goes a long way, so everyone give your local dinosaur a thumbs up.

  • @scale2x fixed an issue with food spoilage displays. Instead of saying "Soon!" when they're at a low percentage of their shelf life (even if the remaining time is weeks), they'll display the time left unless it's twelve hours or less, at which point your character just vaguely knows that the end is near, rather than somehow being able to pinpoint the exact second when the milk in the fridge is going to go bad.

Source

Steam News / 12 May 2026

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