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Steam News1 August 20268d ago

Updates 8-1-2026

Added the Gun Control mod, which massively reduces the number of guns and to a lesser extent ammo in the world, along with locations like gun stores where you'd frequently find the things, and military vehicles like APC

Full notes

Full Cataclysm: The Last Generation update

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What changed

4 fixes1 addition7 changes6 removals
  • Gameplay
  • Performance
  • Balance
  • UI and audio
  • Fixes
addedAdded the Gun Control mod, which massively reduces the number of guns and to a lesser extent ammo in the world, along with locations like gun stores where you'd frequently find the things, and military vehicles like APCs and humvees which have powerful guns mounted to them. The point of this mod is not to fully remove guns, but to make them extremely rare and valuable, and might be useful to players who want to feel like they're playing in a country that does not have more guns than people.
changedOptimized eye_level() code for characters and monsters by caching tile-specific information rather than checking it every time eye_level is called, which is a lot. In some cases, especially when there are a lot of creatures around, this may noticeably improve performance.
changedOptimized concealment and coverage checks. Concealment also gets called a lot, so this should improve things a bit.
changedRanged attacks were hitting items on the ground and damaging them way too reliably. Now both the hit and damage chances are much more appropriate.
changedZombie necromancers will rarely critfail and gib the corpse they're trying to revive. This is more likely to happen the more damaged the corpse is, but the chances are quite low.
changedZombies revive with a bit less HP now.

Cataclysm: The Last Generation changes

addedAdded the Gun Control mod, which massively reduces the number of guns and to a lesser extent ammo in the world, along with locations like gun stores where you'd frequently find the things, and military vehicles like APCs and humvees which have powerful guns mounted to them. The point of this mod is not to fully remove guns, but to make them extremely rare and valuable, and might be useful to players who want to feel like they're playing in a country that does not have more guns than people.
changedOptimized eye_level() code for characters and monsters by caching tile-specific information rather than checking it every time eye_level is called, which is a lot. In some cases, especially when there are a lot of creatures around, this may noticeably improve performance.
changedOptimized concealment and coverage checks. Concealment also gets called a lot, so this should improve things a bit.
changedRanged attacks were hitting items on the ground and damaging them way too reliably. Now both the hit and damage chances are much more appropriate.
changedZombie necromancers will rarely critfail and gib the corpse they're trying to revive. This is more likely to happen the more damaged the corpse is, but the chances are quite low.
  • Added the Gun Control mod, which massively reduces the number of guns and to a lesser extent ammo in the world, along with locations like gun stores where you'd frequently find the things, and military vehicles like APCs and humvees which have powerful guns mounted to them. The point of this mod is not to fully remove guns, but to make them extremely rare and valuable, and might be useful to players who want to feel like they're playing in a country that does not have more guns than people.

  • Optimized eye_level() code for characters and monsters by caching tile-specific information rather than checking it every time eye_level is called, which is a lot. In some cases, especially when there are a lot of creatures around, this may noticeably improve performance.

  • Optimized concealment and coverage checks. Concealment also gets called a lot, so this should improve things a bit.

  • Ranged attacks were hitting items on the ground and damaging them way too reliably. Now both the hit and damage chances are much more appropriate.

  • Zombie necromancers will rarely critfail and gib the corpse they're trying to revive. This is more likely to happen the more damaged the corpse is, but the chances are quite low.

  • Zombie necromancers will very rarely critfail and gib themselves when trying to revive a corpse.

  • Zombies revive with a bit less HP now.

  • Fixed a typo in Uyen Tran's dialogue, and updated the Hub-01 faction description and their opinion of the player character.

  • Fixed the way pits line up. Now deep pits, spiked pits, and corpsed pits will all join at their edges properly, and there are fewer jaggedy edges when they form arbitrary shapes.

  • Removed a bunch of achievements that were so easy as to be meaningless.

  • There were still rare cases where it was possible to fall twice in one turn, which would get you stuck in the ground. This hopefully fixes that.

  • Reduced the base BMR calculations, which were incorrectly using the higher set of numbers (the male average) and then also adjusting for the character's strength score. Since strength already represents lean mass, and that's what the sex-based differences in the Mifflin–St Jeor equation are supposed to account for, it makes much more sense to use the average between the two and allow strength to do the rest. The TLDR here is that many characters had a basal metabolic rate of about 100 more kcal/day than was actually appropriate, and this had now been fixed.

  • Removed "extremely long" hair. The hairstyles are oversaturated with long styles that don't look anything like real human hair and this one was by far the worst offender. I'm going to need to sort a bunch of them into some sort of rarity system so they stop showing up on every randomly generated character, but this hairstyle was obviously not anything a human being could ever have, so it's gone. If you had it, you're bald now. You can fix this in debug or with a haircutting kit.

  • Imperial measurements have been removed from the game. This was a long time coming, as players using said system were frequently turning up confused as to why their bag which is supposed to hold 8 cups of inventory was failing to contain an 8 cup item. Had they been playing in metric, they would easily be able to see that the bag held 1900ml and the item was 2000ml. A cup is about 237ml and shackling oneself with the inability to subdivide measurements any smaller than that was just a horrible thing to allow players to do.

  • The option to display temperatures in Kelvin has been removed from the game. ?????? why was this a thing?

  • Sorting items was more calorie-efficient than intended. The activity level has been bumped up to Brisk to ensure that you are not saving on kcal by using it instead of manually transporting items.

  • Many monsters, mostly quadrupeds, will now visually flip upside down rather than rotating 90 degrees when they are downed.

  • Removed the convict assassin profession from the island prison scenario, as it was still throwing errors about a long-removed profession quest that never made any sense.

  • The blood filter CBM should no longer throw error messages when used.

  • @Jodi submitted a fix that should stop an error message from popping up when the game tries to play more than two sounds at once under certain conditions.

  • @Tristrian found out what was causing that error message at the supermarket sometimes and fixed it.

  • @CN-Xuan submitted many, many more updates to the simplified Chinese translation.

Source

Steam News / 1 August 2026

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