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Steam News7 August 20262d ago

Updates 8-7-2026

Hordes now properly display on the overmap. You can disable this while looking at the map by pressing H.

Full notes

Full Cataclysm: The Last Generation update

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What changed

0 fixes7 additions7 changes1 removal
  • Maps
  • Gameplay
  • Store
  • Fixes
changedHordes now properly display on the overmap. You can disable this while looking at the map by pressing H. Remember that a horde does not mean "there are zombies here", it means "there is a group of zombies here and they are moving around." So like they're actually out on "patrol" instead of just milling around waiting for something to happen. Hordes can form and disperse for a variety of reasons.
addedAdded hills. These are similar to ravines where they're just a blob of terrain without anything too special up top for now. Expect improvements as I figure out how mutable maps work.
changedThe abandoned farm and triffid groves now (mostly) use forest map tiles, so they don't stick out so badly.
addedThe abandoned farm now has much more modern mapgen and shouldn't look so weird. It also has less guaranteed loot.
removedWild boars are no longer the size of cows.
addedAdded new tiles for all spears, nodachi, naginata, glaive, makeshift glaive, horseman's flail, zweihander, and cunning ferals. This makes most reach weapons actually look like they have reach.

Cataclysm: The Last Generation changes

changedHordes now properly display on the overmap. You can disable this while looking at the map by pressing H. Remember that a horde does not mean "there are zombies here", it means "there is a group of zombies here and they are moving around." So like they're actually out on "patrol" instead of just milling around waiting for something to happen. Hordes can form and disperse for a variety of reasons.
addedAdded hills. These are similar to ravines where they're just a blob of terrain without anything too special up top for now. Expect improvements as I figure out how mutable maps work.
changedThe abandoned farm and triffid groves now (mostly) use forest map tiles, so they don't stick out so badly.
addedThe abandoned farm now has much more modern mapgen and shouldn't look so weird. It also has less guaranteed loot.
removedWild boars are no longer the size of cows.
  • Hordes now properly display on the overmap. You can disable this while looking at the map by pressing H. Remember that a horde does not mean "there are zombies here", it means "there is a group of zombies here and they are moving around." So like they're actually out on "patrol" instead of just milling around waiting for something to happen. Hordes can form and disperse for a variety of reasons.

  • Earth ramps (not paved ones, yet) now visually line up (mostly) properly and behave much more like you'd expect: You can't cross to a low ramp tile except from a high one, and said tiles now actually look like ramps instead of weird gradients with an arrow floating on them.

  • Added hills. These are similar to ravines where they're just a blob of terrain without anything too special up top for now. Expect improvements as I figure out how mutable maps work.

  • The abandoned farm and triffid groves now (mostly) use forest map tiles, so they don't stick out so badly.

  • The abandoned farm now has much more modern mapgen and shouldn't look so weird. It also has less guaranteed loot.

  • Wild boars are no longer the size of cows.

  • The windows in the mansion starting scenario were just the max level of boarded, which was reasonably easy to smash with stuff found around the house. Now they're barred. So have fun with that!

  • Added new tiles for all spears, nodachi, naginata, glaive, makeshift glaive, horseman's flail, zweihander, and cunning ferals. This makes most reach weapons actually look like they have reach.

  • Added tiles for the cudgel and spiked cudgel.

  • Re-added and improved tiles for all types of machahuitl.

  • Improved tiles for all baseball bats.

  • Added tiles for all types of javelins and the javelin bundle.

  • Added a tile for the pointy stick.

  • Updated several giant monsters to use properly applied shadows rather than having them drawn directly in the tile. This makes them appear correctly if the monster is flying overhead or has fallen over.

  • Updated the bloodbank mosquito to look way grosser.

  • Snow now slows monster movement (unless they're flying or burrowing etc.) in the same manner as character movement. There should probably be more granularity here as some monsters would be better or worse at this, but for now it is at least fair.

  • @Dingus Khan submitted a fix for an error message that was popping up on load if you were using the alternative map key mod.

  • @Federkiel submitted tiles for the bench vise, coffeepot, and citrine.

  • @Alt-code-ctrl submitted a fix that makes the survivor longcoat look more like it's supposed to.

Source

Steam News / 7 August 2026

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