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Steam News26 May 20262mo ago

Updates 5-26-2026

Fixed a bug where NPCs would sometimes really, really want to go stand next to a body of water and not do anything else.

Full notes

Full Cataclysm: The Last Generation update

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What changed

4 fixes2 additions7 changes1 removal
  • Fixes
  • Gameplay
  • Balance
  • UI and audio
fixedFixed a bug where NPCs would sometimes really, really want to go stand next to a body of water and not do anything else. This was due to their code for feeding themselves trying to handle food and drink in the same loop. A sufficiently calorie-deficient NPC who was not thirsty would thus path over water and not drink it, but would still remain hungry. If you had this going on in your game and your NPC still seems stuck, open the debug menu -> edit player/npc -> needs -> reset all basic needs. This should jostle them out of the old bad loop, and it should not happen again.
changedImproved the NPC needs loop and added some debug messaging to make issues easier to diagnose in the future.
changedTails, tentacles and cephalopod arms do not need to be splinted. They will automatically start mending themselves after a few moments if they reach 0 HP. This makes them count as being splinted and the mechanics for recovering from that work exactly the same.
removedUpdated the text for disabled limbs a bit.
changedIncreased the mending speed of cephalopod limbs.
changedCapped the previously uncapped limb score bonus to dodge ability to +4. We can use enchantments if mutations need to provide more than that.
balance score's contribution to dodge1.51.25balance score's contribution to dodge decreased, nerf

Cataclysm: The Last Generation changes

fixedFixed a bug where NPCs would sometimes really, really want to go stand next to a body of water and not do anything else. This was due to their code for feeding themselves trying to handle food and drink in the same loop. A sufficiently calorie-deficient NPC who was not thirsty would thus path over water and not drink it, but would still remain hungry. If you had this going on in your game and your NPC still seems stuck, open the debug menu -> edit player/npc -> needs -> reset all basic needs. This should jostle them out of the old bad loop, and it should not happen again.
changedImproved the NPC needs loop and added some debug messaging to make issues easier to diagnose in the future.
changedTails, tentacles and cephalopod arms do not need to be splinted. They will automatically start mending themselves after a few moments if they reach 0 HP. This makes them count as being splinted and the mechanics for recovering from that work exactly the same.
removedUpdated the text for disabled limbs a bit.
changedIncreased the mending speed of cephalopod limbs.
  • Fixed a bug where NPCs would sometimes really, really want to go stand next to a body of water and not do anything else. This was due to their code for feeding themselves trying to handle food and drink in the same loop. A sufficiently calorie-deficient NPC who was not thirsty would thus path over water and not drink it, but would still remain hungry. If you had this going on in your game and your NPC still seems stuck, open the debug menu -> edit player/npc -> needs -> reset all basic needs. This should jostle them out of the old bad loop, and it should not happen again.

  • Improved the NPC needs loop and added some debug messaging to make issues easier to diagnose in the future.

  • Tails, tentacles and cephalopod arms do not need to be splinted. They will automatically start mending themselves after a few moments if they reach 0 HP. This makes them count as being splinted and the mechanics for recovering from that work exactly the same.

  • Updated the text for disabled limbs a bit.

  • Increased the mending speed of cephalopod limbs.

  • Cephalopod arms and tentacles now correctly calculate their manipulation and other scores. Cephalopods are now, as intended, better at crafting stuff and shooting guns than humans.

  • Capped the previously uncapped limb score bonus to dodge ability to +4. We can use enchantments if mutations need to provide more than that.

  • Reduced the balance score's contribution to dodge from 1.5 to 1.25.

  • Martial art buffs now fall off if you have certain effects. These are called out in the buffs' descriptions. Mostly this is going to be downed, staggered, or stunned. Some buffs are exempt from one or all. Zui Quan is uniquely exempt as operating from a position of weakness is its thing.

  • Reduced the bonus damage on Tai Chi techniques.

  • Removed the old XL plate carrier recipes and made a recipe for the modern one. Also added an uncraft recipe for it so it properly deconstructs.

  • Fixed an error message about hunting lodges.

  • Fixed a few typos.

  • Integrated items had the default to-hit value (-2) which was deceptive, as these items are either not able to be used as weapons or they should have the normal unarmed value of 0. They have all been manually set to 0.

  • @scale2x fixed a bug that was preventing XL plate carriers from loading XL plates due to their increased weight.

  • @False Ritchie added some updates to the Russian translation.

  • @SD-5600 updated the simplified Chinese translation.

Source

Steam News / 26 May 2026

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