Full notes
Full Cataclysm: The Last Generation update
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What changed
- Balance
- Gameplay
- Performance
Cataclysm: The Last Generation changes
Added 2 or 3 tiles of range to most ammo types in the game, excepting those which already shoot very far.
Arrows got this buff, crossbow bolts did not.
Crude wooden arrows and bolts got a buff because unfletched arrows actually fly farther, though less accurately.
Cannonballs shoot like 20 tiles farther now.
Slightly adjusted blunderbuss damage. Blunderbuss shot has an extra pellet now, but each pellet does less damage. This needs refinement.
Overall I am still not happy with the effectiveness of guns at long range, especially in the most obvious use cases e.g. hunting birds. This will require some code work to get right, but in the meantime your bows and handguns should feel better to use.
Chitin and Chitin Carapace (but not epicuticle) now make you resistant to the effects of radiation. Being exposed will still irradiate you at the same rate, but either of these mutations now give you a 66% chance to skip radiation effects when they try to proc. Note that this protection is lost when you molt, and only returns after your chitin has hardened again.
Poison Resistant now gives you a 25% chance to skip the negative effect procs (seizures, migraines) when suffering from toxin buildup from mutant meat. This does not impact the lifestyle hits mutant meat gives, nor does it increase the amount of mutant meat you can safely eat, it just makes the toxin syndrome a bit less punishing.
Passive artifact effects for speed, stats, attack speed, and carry weight have all had their caps cut down by half, and their power costs doubled. This is a temporary measure. I don't like how artifacts are set up at all but fixing it is a huge headache, so I'm doing what I can to make them less silly.
Removed quicksave and debug from the escape menu. These are both still accessible via the keybind menu (press ?). Having them in the standard main menu made it look like they were intended for player use, they are not. The only safe way to close your game is to save+quit.
Added a warning to quicksave in the keybind menu just to help players understand they're taking a risk by using it.
Autosaves can no longer fire when you're performing an activity. This fixes an issue where saves made during activities could crash the game on load.
The action menu has been removed from the escape menu. There was no reason whatsoever for it to be there given that it is accessible simply by pressing enter.
It is no longer possible to add battery mods to laptops or other items which already have internal batteries. Modding these items is a desired feature, but at present the code doesn't support it and it was simply bricking your item if you tried.
Non-allied NPCs no longer track temperature. They still don't really have the wherewithal or resources to deal with temperature issues and it was a big source of lag and bugs, so for now they're back to just assuming things are OK. You and your followers still need to deal with temperature as normal.
Added a safety check for fishing that should fix instances of NPCs crashing the game if you left them fishing somewhere and then came back later.
Source
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