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Steam News14 July 202625d ago

Updates 7-14-2026

Modular guns, such as the M4A1 carbine, can now be installed on vehicle turrets. They will retain the stats of whatever receiver you had installed on them. Other gun mods, like sights, grip, etc.

Full notes

Full Cataclysm: The Last Generation update

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What changed

2 fixes3 additions4 changes4 removals
  • Balance
  • Gameplay
  • Fixes
  • Store
addedModular guns, such as the M4A1 carbine, can now be installed on vehicle turrets. They will retain the stats of whatever receiver you had installed on them. Other gun mods, like sights, grip, etc. will still be removed and returned to your inventory when the gun is installed on the turret mount. In a perfect world, you'd just be able to stick the thing on there with all the mods and it would ignore the bonuses from the ones a turret couldn't make use of like ergonomic grips or ACOG scopes, but this is not a perfect world. Note that while making this update, I discovered that the damage and range for the mounted gun described in the vehicle part menu were frequently wildly incorrect. For complicated code reasons fixing this is the sort of thing that might make me want to degenerate into a pre-human state and return to nature, so instead I just removed those numbers. If you're curious about them, you'll have to pull the gun off the mount and look at it. I intend to add an action that will let you peek at the gun's stats without pulling it off soon.
removedRemoved a bunch of basically dead code that was supposed to splatter vehicles with blood but never worked with tilesets, so it was just eating (a small amount of) CPU cycles. No reason to keep it.
fixedThe MP5SD has an integrated suppressor, but because it inherited mod slots from the base MP5, it was possible to put a silencer on your silencer. This has been fixed.
fixedCorrected species listings for a ton of creatures including feral humans, mutant humans, and mutant animals.
addedAdded some missing behavioral flags to several mutant animals. This mostly makes them respond better to things like animal empathy and discord.
changedAdjusted the size of some of the lab mutants. They were a bit weird.

Cataclysm: The Last Generation changes

addedModular guns, such as the M4A1 carbine, can now be installed on vehicle turrets. They will retain the stats of whatever receiver you had installed on them. Other gun mods, like sights, grip, etc. will still be removed and returned to your inventory when the gun is installed on the turret mount. In a perfect world, you'd just be able to stick the thing on there with all the mods and it would ignore the bonuses from the ones a turret couldn't make use of like ergonomic grips or ACOG scopes, but this is not a perfect world. Note that while making this update, I discovered that the damage and range for the mounted gun described in the vehicle part menu were frequently wildly incorrect. For complicated code reasons fixing this is the sort of thing that might make me want to degenerate into a pre-human state and return to nature, so instead I just removed those numbers. If you're curious about them, you'll have to pull the gun off the mount and look at it. I intend to add an action that will let you peek at the gun's stats without pulling it off soon.
removedRemoved a bunch of basically dead code that was supposed to splatter vehicles with blood but never worked with tilesets, so it was just eating (a small amount of) CPU cycles. No reason to keep it.
fixedThe MP5SD has an integrated suppressor, but because it inherited mod slots from the base MP5, it was possible to put a silencer on your silencer. This has been fixed.
fixedCorrected species listings for a ton of creatures including feral humans, mutant humans, and mutant animals.
addedAdded some missing behavioral flags to several mutant animals. This mostly makes them respond better to things like animal empathy and discord.
  • Modular guns, such as the M4A1 carbine, can now be installed on vehicle turrets. They will retain the stats of whatever receiver you had installed on them. Other gun mods, like sights, grip, etc. will still be removed and returned to your inventory when the gun is installed on the turret mount. In a perfect world, you'd just be able to stick the thing on there with all the mods and it would ignore the bonuses from the ones a turret couldn't make use of like ergonomic grips or ACOG scopes, but this is not a perfect world.

    • Note that while making this update, I discovered that the damage and range for the mounted gun described in the vehicle part menu were frequently wildly incorrect. For complicated code reasons fixing this is the sort of thing that might make me want to degenerate into a pre-human state and return to nature, so instead I just removed those numbers. If you're curious about them, you'll have to pull the gun off the mount and look at it. I intend to add an action that will let you peek at the gun's stats without pulling it off soon.

  • Removed a bunch of basically dead code that was supposed to splatter vehicles with blood but never worked with tilesets, so it was just eating (a small amount of) CPU cycles. No reason to keep it.

  • The MP5SD has an integrated suppressor, but because it inherited mod slots from the base MP5, it was possible to put a silencer on your silencer. This has been fixed.

  • Corrected species listings for a ton of creatures including feral humans, mutant humans, and mutant animals.

  • Added some missing behavioral flags to several mutant animals. This mostly makes them respond better to things like animal empathy and discord.

  • Adjusted the size of some of the lab mutants. They were a bit weird.

  • The Bestial Mutant's basic attack no longer has TWENTY-FIVE FUCKING ARMOR PENETRATION????

  • The insect pheromones mutation now works on roaches. They were previously excluded for no reason I could tell.

  • jarona

  • The terrifying trait now only works on humans (including ferals, though most are too aggressive for it to matter), mutant and non-mutant mammals, amphibians, reptiles, and other reasonably intelligent creatures. It does not work on arthropods, robots, zombies, portal monsters, or other weird crap.

  • Survival has been renamed to Ecology, as its focus has changed. It is no longer about "primitive things", and "bushcraft" had way too much overlap with tailoring and fabrication. Ecology is about your ability to navigate and interact with your environment. This includes foraging, animal husbandry, farming, tracking, nature lore, and other things.

  • The Ecology skill now makes animals (mutant and not, excluding arthropods) a bit less aggressive and less prone to running away from you. This effect is multiplied greatly if you have the Animal Empathy or Animal Kinship traits. Some creatures, such as fish, only get half the effect. I may revisit this later so Piscine mutants et al can be chums with their buddies under the sea.

  • Reworked the functions that handle escaping from grapples, webs, etc. when pausing or trying to move. This may be hard to notice, but the order in which your character attempts to break out of grabs, webs, rubble, pits, and other impeding effects including prone has changed. You will get out of webs and grabs first, then (if you paused instead of trying to move or attack) try to put out fires on yourself, then snares, beartraps, and rubble, and then the prone effect, and then finally you will try to escape from any pits you are in. Generally you will only attempt to do one of these things per turn, but that's the order it checks them, and that might matter to you.

  • Reworked the web escape function. It can now check for multiple effects flagged with EFFECT_IMPEDING. It will try to bust out of all of them in a single turn, but each subsequent effect will be harder to escape from. Currently webs are the only effect that runs through this, but you can imagine a guy hulking out of vines, webs, and a net all in one motion I am sure.

  • NPCs weren't using the above code for some reason. Now they are. That didn't seem like it was causing any problems in testing but if your guys start acting weird please report it.

  • Pausing while webbed, knocked down, covered in rubble, grabbed, etc. no longer gives you martial arts onpause buffs. You only get those if you're unimpeded.

  • Webs, snares, and other traps/effects which involve binding your character now benefit from Stretchy Limbs, Rubbery Limbs, and Pseudolimbs. The bonus on the latter two is dramatic. You can't tie up a slime with a rope!

  • Slimy and Viscous similarly offer a bonus, but only proportional to the amount of exposed skin the character has.

Source

Steam News / 14 July 2026

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