Full notes
Full Cataclysm: The Last Generation update
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What changed
- Gameplay
- Balance
- Fixes
Cataclysm: The Last Generation changes
Hostiles can no longer open the doors of a vehicle the player is actively driving, since the player character would obviously have control over the locks from the driver's seat. At present this ONLY applies to vehicles you are actually driving, just sitting there isn't good enough yet, hopefully we'll be able to get proper locks in the future though.
Creatures can no longer board a vehicle in motion if it is going sufficiently fast. The threshold in miles per hour is: ( creature speed * 35 ) / 100, meaning that 35 mph is enough to prevent most humans and zombies from hopping on your motorcycle. Note that flying creatures and creatures with leap or teleportation attacks don't really care about this limitation.
Hitting creatures with your car previously flung them away in a 120 degree cone relative to your car's heading. This was too narrow, often resulting in them being flung directly backwards and struck again immediately. Now it's a 160 degree cone, so you'll notice pedestrians getting knocked aside more often.
Car doors, boards, and quarterpanels now have specific armor values. Their old universal values made ordinary car parts too vulnerable to bullets and particularly shrapnel, which meant that frag grenades would absolutely mulch them. Now, not so much.
Added tough, child, headless, drowned, fat, and decayed dormant zombies. These appear in the usual places, but drowned dormant zombies will only appear in water.
Dormant zombies previously always made a volume 20 moan to wake up their neighbors when triggered. Now the value is randomized between 14 and 30 to make them a little less predictable.
Fixed a bunch of stuff related to weather appearing inappropriately underground.
Dormant zombies no longer appear in Dark Days of the Dead. They'd be nice to have, but DDotD doesn't have smashing/revival, and that mechanic is required for them to work.
Fish and other creatures which need to breathe water will now eventually die if dragged, pushed, or thrown onto land. It can take a bit. Creatures which are aquatic but do not breathe, such as zombie sharks, will simply flop around waiting for you to come over so they can bite you.
Fixed a bug where zombie sharks were able to swim under the earth.
Glow (the effect of having been stared at by a burning eye, or having teleported too often) now has a new effect which can summon a few impossible shapes into your immediate environment. This overall makes glow a bit less punishing, as these are a lot less nasty than some of the other things that can happen but this proc still helps remove your glow like the more dangerous ones do.
Added swimming proficiency, selectable in chargen for 1 point. This makes you act as if you have 4 more ranks of Athletics than you actually do (to a maximum of 10) for determining your ability to swim. You will likely need a rank or two of athletics on top of this to swim reliably well.
You can learn swimming proficiency in-game by trying to move in deep water. NPCs should spawn with it sometimes and they can also teach it to you in the usual way.
Added swimming proficiency to navy and marine professions, the swimmer profession, gym teacher, and a couple others.
Removed a couple of extraneous professions.
Made sewers count as indoors.
Removed the ability to slurp sewage off the ground. It was already impossible to drink, this was just a leftover bit of code that needed fixing.
XL ballistic plates are properly oversized.
Impossible shapes have a few flags like NOHEAD and NOSTUN that they were missing.
Drunk text now looks a bit better and won't happen if you're just buzzed. You need to be tipsy or worse.
Ported some DDA code for item-based spellcasting.
Nerfed the hockey puck's damage and to-hit values.
Fixed the cement bag. It can now be read like a book to learn the recipe written on it.
Fixed an error message that could pop up when hauling items through tiles they would not fit in.
Added a jade brooch, Valentine card, and peridot tile from @Drawsstuff to the MSX tileset.
Source
Changelog.gg summarizes and formats this update. How we read updates.
