Full notes
Full Cataclysm: The Last Generation update
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What changed
- Gameplay
- Balance
- UI and audio
- Performance
Cataclysm: The Last Generation changes
Crab legs have been moved over to the limb system. They are a bit flimsier and harder to hit than human legs, but you have 4 of them. Like cephalopod limbs, they do not require splinting if broken. This will at a later date be tied to molt cycles, but for now they just sorta mend on their own after a while. Like cephalopod limbs, they can't wear pants or shoes, but can wear skirts or other draped items.
Added the fling_away spell effect. When this hits a creature other than the caster, it flings them away from the caster. The effect uses the spell's damage stat (which does not directly deal damage in this case) to determine throw force.
Nuckalavees and slag hulks now have a charge attack, usable when they are 3 or more tiles away. They instantly dash up to 6 tiles and then hit their target with an attack that flings the target and does bash damage.
Nuckalavees now behave a bit differently. They will try to hang back and use their poison fog for cover, emerging when their charge attack comes off of cooldown to slam the target, after which they will either back off and keep stalking or close in for the kill.
Moose, cows, and most of the mutant/zombie forms of these animals have a slightly weaker charge attack with a range of 2 to 4 tiles.
The Charger mutation can now, in addition to its existing passive effects, be activated to use the moose/cow version of this attack, provided the user is not downed, stunned, or immobilized. As a reminder, this mutation is available to Ursine and Bovoid mutants. Currently it does a random amount of bash damage and throws with a random amount of force, but in the near future it will be reworked to key off of your strength/melee/size/run speed as one might expect. At present, this always takes only 1 second, so it can be used to get out of trouble in a hurry as well.
Crustacean Carapace is now compatible with Furred Chitin. Crabs don't get this mutation natively, but if you're already a crab and chugging spider mutagen it won't make you lose your carapace.
Buckskin shirts and leather pants are now 1mm thick, making them a bit more protective than a hoodie and a bit less warm, while only being 1 more encumbrance. The buckskin shirt is worn on the normal layer, so it might be something to consider.
Screwdrivers can no longer be made by banging scrap metal with rocks. They are made at a forge like other metal tools. I am fully aware that sometimes you can use a butter knife or something to turn a flathead screw if it's big enough and not stuck in too hard, but "sometimes you can sort of do it a little bit" does not pass muster for tool qualities.
Reduced the anvil requirements for forging a lot of random hand tools. This should enable you to make simple things like screwdrivers or hammers without a ton of fuss. Remember that boulders have Anvil 1 and Hard Plating (which can be found by removing heavy steel rams or hard plating from military vehicles) has Anvil 2, as do railroad tracks.
Stopped the consume menu from popping up a message about having nothing left to consume after you eat your last item. Now it only pops up if you push the button while having nothing to eat.
Fixed a use after free bug which was potentially causing crashes on Android while smoking.
Charge attacks now have a minimum range, you can't use them in melee.
Cleaned up some iffy item location calls. This may be what was previously causing the UID error message on game load.
Source
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