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Steam News15 July 202623d ago

Updates 7-15-2026

Added a new location, the industrial pig farm. This is a globally unique (one per world!

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Full Cataclysm: The Last Generation update

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What changed

0 fixes1 addition3 changes1 removal
  • Maps
  • Balance
  • Gameplay
  • UI and audio
addedAdded a new location, the industrial pig farm. This is a globally unique (one per world!) map created by @doomguy4 which I added some spice to with some enemies and a new item that helps fix an issue that's been around for years. I'll say no more for the sake of spoilers, but do show up armed. You do not need to create a new world to find this place, it'll generate somewhere in your world as you explore.
removedWolf spiders are no longer unstoppable death machines that can solo hordes of zombies. Their armor has been adjusted for size and to better match what you'd expect from chitin, all but the biggest variety fear fire and will likely run away when sufficiently injured. Additionally, their attack damage and attack speed have been reduced across the board. Instead of poisoning every attack, they have a special poison bite that they can do every few seconds. This one does the kind of damage you may be used to seeing. They have also had their vision range upgraded a bit. This means exploring the forests and fields without a light is probably a very bad idea, but I was able to beat an oversized wolf spider with a 0 skill character, no armor, and a baseball bat. I almost died, but I did do it!
changed@aattss contributed a ton of fixes to lifestyle and some associated effects. Lifestyle loss from low HP and low morale should now properly trigger, toxin-based lifestyle loss should be more punishing, and sleeping in the cold should now properly be less restful.
changedNPCs should now much more intelligently evaluate both ranged and melee weapons. Strong characters will look more favorably on heavy weapons while weak characters will disfavor them somewhat. Blocking ability is now checked, and characters evaluating ranged weapons will score them more or less favorably according to their perception score. Very high evaluations for incidental factors have been reined in a bit, and the messaging and debug messaging about weapon preference when giving an NPC something to use has been improved. As always, you can override an NPC's preferences by simply telling them to do it anyway, but it's important to get this stuff right both for ease of gameplay and because hostile NPCs rely on the same evaluations so they know to shoot bullets out of their guns at you rather than trying to whang you with a can of Campbell's.
changedChanged "use only silent weapons" to "don't use loud weapons" in NPC dialogue, and changed the sound threshold from <5 to <16, as very few ranged weapons are fully silent anymore.

Cataclysm: The Last Generation changes

addedAdded a new location, the industrial pig farm. This is a globally unique (one per world!) map created by @doomguy4 which I added some spice to with some enemies and a new item that helps fix an issue that's been around for years. I'll say no more for the sake of spoilers, but do show up armed. You do not need to create a new world to find this place, it'll generate somewhere in your world as you explore.
removedWolf spiders are no longer unstoppable death machines that can solo hordes of zombies. Their armor has been adjusted for size and to better match what you'd expect from chitin, all but the biggest variety fear fire and will likely run away when sufficiently injured. Additionally, their attack damage and attack speed have been reduced across the board. Instead of poisoning every attack, they have a special poison bite that they can do every few seconds. This one does the kind of damage you may be used to seeing. They have also had their vision range upgraded a bit. This means exploring the forests and fields without a light is probably a very bad idea, but I was able to beat an oversized wolf spider with a 0 skill character, no armor, and a baseball bat. I almost died, but I did do it!
changed@aattss contributed a ton of fixes to lifestyle and some associated effects. Lifestyle loss from low HP and low morale should now properly trigger, toxin-based lifestyle loss should be more punishing, and sleeping in the cold should now properly be less restful.
changedNPCs should now much more intelligently evaluate both ranged and melee weapons. Strong characters will look more favorably on heavy weapons while weak characters will disfavor them somewhat. Blocking ability is now checked, and characters evaluating ranged weapons will score them more or less favorably according to their perception score. Very high evaluations for incidental factors have been reined in a bit, and the messaging and debug messaging about weapon preference when giving an NPC something to use has been improved. As always, you can override an NPC's preferences by simply telling them to do it anyway, but it's important to get this stuff right both for ease of gameplay and because hostile NPCs rely on the same evaluations so they know to shoot bullets out of their guns at you rather than trying to whang you with a can of Campbell's.
changedChanged "use only silent weapons" to "don't use loud weapons" in NPC dialogue, and changed the sound threshold from <5 to <16, as very few ranged weapons are fully silent anymore.
  • Added a new location, the industrial pig farm. This is a globally unique (one per world!) map created by @doomguy4 which I added some spice to with some enemies and a new item that helps fix an issue that's been around for years. I'll say no more for the sake of spoilers, but do show up armed. You do not need to create a new world to find this place, it'll generate somewhere in your world as you explore.

  • Wolf spiders are no longer unstoppable death machines that can solo hordes of zombies. Their armor has been adjusted for size and to better match what you'd expect from chitin, all but the biggest variety fear fire and will likely run away when sufficiently injured. Additionally, their attack damage and attack speed have been reduced across the board. Instead of poisoning every attack, they have a special poison bite that they can do every few seconds. This one does the kind of damage you may be used to seeing. They have also had their vision range upgraded a bit. This means exploring the forests and fields without a light is probably a very bad idea, but I was able to beat an oversized wolf spider with a 0 skill character, no armor, and a baseball bat. I almost died, but I did do it!

  • Wasps now fear fire. Not all kinds, but some!

  • @aattss contributed a ton of fixes to lifestyle and some associated effects. Lifestyle loss from low HP and low morale should now properly trigger, toxin-based lifestyle loss should be more punishing, and sleeping in the cold should now properly be less restful.

  • NPCs should now much more intelligently evaluate both ranged and melee weapons. Strong characters will look more favorably on heavy weapons while weak characters will disfavor them somewhat. Blocking ability is now checked, and characters evaluating ranged weapons will score them more or less favorably according to their perception score. Very high evaluations for incidental factors have been reined in a bit, and the messaging and debug messaging about weapon preference when giving an NPC something to use has been improved. As always, you can override an NPC's preferences by simply telling them to do it anyway, but it's important to get this stuff right both for ease of gameplay and because hostile NPCs rely on the same evaluations so they know to shoot bullets out of their guns at you rather than trying to whang you with a can of Campbell's.

  • Changed "use only silent weapons" to "don't use loud weapons" in NPC dialogue, and changed the sound threshold from <5 to <16, as very few ranged weapons are fully silent anymore.

Source

Steam News / 15 July 2026

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