Changes for: March 25, 2019-March 31, 2019
Covers builds: 8657-8695
0.D Official Release Build (#8574) Note: Stable 0.D is now recommended for newer players or any person who doesn’t want to risk game breaking bugs. Experimental versions will be riskier, back up your saves.
Minor changes and fixes not listed.
anabatic and zombiethoughts did quite a bit of linting though, heroic amounts even.
Content:
- Update ASCIITiles - remove most non-ascii tiles, fix unknowns #28957 by halfahermit in Build 8659. This turns ASCIITiles into something closer to a pure ascii tileset. Most of the non-ascii tiles are replaced with ascii (eg, the player is now '@' instead of retrodaysguy).
- Adds grocery store roofs #28968 by curstwist in Build 8660. Adds new roofs for grocery stores, and 2 nested chunks
- Corpses (not underwear) will be shown on top at the places of death in map extras #28984 by Night-Pryanik in Build 8660.
- Two-tile motel mapgen tweaks #28986 by Night-Pryanik in Build 8660. To make it resemble the primary source more.
- Adds roofs to restaurants #29004 by curstwist in Build 8664. Adds roofs to 4 restaurants.
- Add art gallery roof #29008 by curstwist in Build 8668. Adds art gallery roof, featuring a statue exhibit and outdoor event space/dessert cafe.
- Add roofs to fast food restaurants #29028 by curstwist in Build 8668. 2 roofs.
- New Vehicle: Children's Tricycle #29035 by DracoGriffin in Build 8668. Adds a children's tricycle with appropriate wheels and spawn locations.
- Lab items update #28892 by I-am-Erk in Build 8669. Adds new item groups for labs (especially surface labs) and a lot of equipment and chemical reagents for them.
- Adds a new basement type #28967 by Ilysen in Build 8669. You can now find a new basement type.
- Mainline snow goggles from More Survival Tools mod #28934 by Rail-Runner in Build 8675
- Adds roof to bakery #29128 by curstwist in Build 8689
- Add missing items to some professions #28955 by Rail-Runner in Build 8692
- Add a methlab basement, new palette for residential basements #28958 by anothersimulacrum in Build 8695. The game was previously lacking a methlab basement. This aims to fix it.
- Multistory apartment towers #29057 by LovamKicsiGazsii in Build 8695. Added new storeys, new furniture and terrains, nested chunks. Apartment_con_new has 6+1 floors. Apartment_mod_new has 5+1 floors.
Features:
- Wind pushes smoke/gas/fire/hot air. #28058 by davidpwbrown in Build 8657. Wind will now affect the spread of smoke/gas/fire/hot air.
- faction camp: menial labor uses the zone autosort feature #28571 by mlangsdorf in Build 8658. Fix faction camp menial labor sorting by making it use the existing zone autosort feature. As a side effect, add the infrastructure for NPCs performing player activities on an ongoing basis.
- Update digging to leave excavated materials adjacent to dig location #28942 by ralreegorganon in Build 8668. Excavated materials are now placed adjacent to the dig location. As a result, after digging a pit, the player will have a pile of soil, sand, clay and rocks.
- NPCs will move to investigate sounds. #28746 by davidpwbrown in Build 8674. They will path to that position, if its a monster, higher priority actions will result, if they see the spot , and nothing is there or the threat is dealt with, they will return to their original spot.
- Make the delayed player spawn a toggled option #28841 by ianestrachan in Build 8675. Allow starting at a non-default date without advancing rot and monster scaling. This PR replaces the "Initial Season" option with "Initial Day", and makes it so that food and monster spawns begin at the same time the game begins. So even if you start the game in Fall 1, food is fresh (relative to Fall 1) and monsters have not scaled up.
- Write messages on signs with markers too #29072 by Night-Pryanik in Build 8676
- Ui fixes #28884 by KorGgenT in Build 8681. Center view based on sidebar. Fix border on monster list view. Add option to add spacers between panels. Log expands to unused space. Fix Perception display string in classic mode.
Balance:
- Fixed (?) #28205 - cooking organ parts takes way too long #28991 by anabatic in Build 8661. Changes brain, liver, kidney, lung, and sweetbread recipes to require the same heat and cooking time as 'cooked meat' and be eligible for similar batch options.
- Lowers the volume of a few things #28946 by Ilysen in Build 8663. The smartphone, cellphone, mp3 player, and poppy bud take up less space.
- Restrict mini-14 to firing Ruger magazines #28989 by kevingranade in Build 8664. Fixes #15758. Ruger Mini-14 is notorious in that it does not accept STANAG magazines, make it so *Disabled auto-pickup while hauling #29044 by cafeoh in Build 8671
- Broom material changed from plastic to wood #29055 by beyondtheveil in Build 8671. Broom material is changed to wood, to be in line with the relevant recipes.
- Cooked Acorns calorie #29050 by Fris0uman in Build 8671. Cooked Acorns get same calorie value as Acorns instead of 8 times more. This changes the calorie value to 114 ca and the charges to 1.
- adjust soup_fish_jarred_3l recipe #29085 by KorGgenT in Build 8679
- Saline eyedrop vol/weight fix (#29083) by Tharn in Build 8680.
- Professions and Scenario Update (CR) (Ready) #28702 by Noctifer-de-Mortem in Build 8681. Changes various Professions and Scenarios to reflect recent changes.
- Make some furniture be unable to be dragged or grabbed #29095 by JerreeLynn in Build 8682. Balance "Makes it so you can not drag around chimney crowns, vent pipes, roof turbine vents, and mounted solar panels."
- Adjust weight and calorie of cooked acorn #29138 by Fris0uman in Build 8691. I forgot to edit the mass of cooked acorn, it was about 3X heavier than it's ingredients.
- Only allow reinforcement of cloth type materials. #28926 by kevingranade in Build 8695. Remove reinforcement of non-cloth items.
- Changes the Elf-A line a little bit #29123 by Ilysen in Build 8695. Elf-A can mutate the following new traits. Positive: Good Hearing -- Animal Empathy --Animal Kinship (a new trait evolved from Animal Empathy that serves as a more effective version) --Flowering. (Post-threshold) // Negative: Mood Swings -- Junkfood Interolance – Flimsy.
Fixes:
- NPC AI: Increase minimum priority for close monsters #2895 by mlangsdorf in Build 8659. NPCs were not moving to engage weak monsters within the minimum attack distance.
- Fix rotation of fallback end-pieces for multitile objects #28960 by halfahermit in Build 8659. For fallback tiles, end-pieces of multi-tile objects weren't rotating correctly.
- Fixes for burrowing and mining #28972 by halfahermit in Build 8659.
- Connect sewage treatment plant to sewers #28974 by ralreegorganon in Build 8659. Sewage treatment plant wasn't connected to sewers.
- Removed nonsense items from trash itemgroup #28977 by Night-Pryanik in Build 8659. Removed muffler, 50-liters (!) aluminum keg, 100- (!!) and 200-liters (!!!) drums from the trash itemgroup so this stuff don't spawn in trashcans.
- Stop player from getting frozen water from map water sources #28979 by Hirmuolio in Build 8660. Filling containers from lakes/rivers/water pumps during winter would give you frozen water. No more.
- Freezing makes liquids into solids. #28980 by Hirmuolio in Build 8660. Instead of checking only for the state of the item the "made_of( LIQUID )" check could also check for the presence of "FROZEN" tag and handle those as solids even if their phase is liquid.
- fixed .22 FMJ disassembly yield #28982 by Tharn in Build 8663. 1 gunpowder, 2 copper -> 2 gunpowder, 1 copper.
- Faction Camp Bugfixes - expansions and farm ops #28990 by davidpwbrown in Build 8663. Fixes #28901 Fixes #28868 Fixes #28776.
- Petrified mine finale message about deaf player hearing screeches fix #28997 by Night-Pryanik in Build 8663. Closes #28969.
- Camp serialization via overmap, rename a camp. #28941 by davidpwbrown in Build 8663. Fixes #28872.
- Various deconstructed and bashed furniture will yield handfuls of nails, cables and solder instead of thousands #28999 by Night-Pryanik in Build 8664
- Spawn drugs before placing bodies #29002 by Night-Pryanik in Build 8664. Finally fix #26261.
- Fix a bad link in hospital_2 dialogue #29034 by I-am-Erk in Build 8667. Hospital2_story3 had a reply that linked back to story3 instead of on to story4.
- Fixes #28953 #29029 by neitsa in Build 8668. Fixes #28953 (Crash to desktop when opening player info with scale factor set to x2).
- Fix C4267 and C4244 warnings in Visual Studio 2017 compile #29040 by KarateSnoopy in Build 8668
- Improve old savegame compatibility #29007 by ZhilkinSerg in Build 8675
- nuts inconsistent - Fix #28924 by golankra123 in Build 8676. Fixed the names of nuts to be multiple units.
- Fixed wrong mission on non-allied guards #29073 by davidpwbrown in Build 8676. Fixes all refugee centre NPCS becoming allies
- NPCs: fix NPC fleeing and allow NPCs to stop fleeing the player #29084 by mlangsdorf in Build 8681. NPCs: fix NPC fleeing and allow NPCs to stop fleeing the player.
- Fix shoggoth split conditions #29058 by nexusmrsep in Build 8681. Fixes #28929 (Shoggoth split conditions based on incorrect math making them too eager to always split).
- Fix Error when tried to fill container #28829 #29062 by lscruz in Build 8681. Fixes #28829 Reloading and/or using a bow causes an error when tried to fill container.
- 4" Casters recipe #28755 by Fris0uman in Build 8682. Adding a recipe for 4" Casters.
- While sleeping you won't be blinded by brainworms and wake up because of that #29075 by Night-Pryanik in Build 8684. While sleeping you won't be blinded by brainworms and wake up because of that.
- Improve target viewing across z-levels when shooting/throwing #29104 by ralreegorganon in Build 8684. "Improve target viewing across z-levels when shooting/throwing"
- Npc hostile fix #29106 by davidpwbrown in Build 8684. Fixes NPCs being hostile and un-chattable.
- monster: make pet worn armor actually apply protection #29113 by mlangsdorf in Build 8685. pet armor wasn't actually providing protection due to a typo in the effect name, and more importantly because monster damage is handled through absorb_damage which doesn't call get_armor_type at all.
- Remove fire amplifying due to wind - caused everlasting fires #29115 by davidpwbrown in Build 8685.
- Allow unloading charcoal from forges #29054 by nexusmrsep in Build 8688. Fixes #29005 (feature request / bugfix for unloading forges, that previously irreversibly swallowed all charcoal it was provided with).
- Clamp aiming Z-level #29118 by ralreegorganon in Build 8689. Aiming up and down z-levels was not clamped to the maximum/minimum possible Z-levels, and I didn't notice when I was fixing other Z-level aiming issues.
- Fix #29043 - Fix off-by-one iteration and prevent indexing an empty vector in gas spreading code. #29093 by neitsa in Build 8691. Fixes #29043 - Fix off-by-one iteration and prevent indexing an empty vector in gas spreading code.
- Add alarm clock to dive watch Issue #29144 #29159 by glenmack in Build 8695
Interface
- Render critters below current z-level in Tiles mode #29152 by ralreegorganon in Build 8695. Implemented rendering for critters below current z-level in Tiles as red squares, rendered under the terrain indicator.
Mods:
- Add a mod for fictional martial arts #29027 by Photoloss in Build 8668. Re-adds fictional martial arts as a mod.
- Boats Mod - Changed amount of plastic required for crafting a boat hull #29117 by golankra123 in Build 8689. Fixes #29114 - Boats Mod - Disassembling Plastic Hull gives more plastic than it requires to craft.
Infrastructure:
- npctalk: unify conditions for dynamic lines and responses #28945 by mlangsdorf in Build 8659. Unify the dialogue conditionals used by dynamic lines and responses so that there is a wider range of conditionals available and both sets use the same code so that one set of unit tests covers both of them.
- npctalk: finish unifying dynamic line and response conditions #29045 by mlangsdorf in Build 8671. Remove some duplicated code in npctalk.cpp and making the u_driving and npc_driving dynamic line conditions available in responses.
- Draw graffiti indicator in Tiles mode #29056 by ralreegorganon in Build 8671. Draw graffiti indicator in Tiles mode.
- change vitamins to use percentage RDA values instead of 1 per hour #29051 by KorGgenT in Build 8675. When I went through the json for food, i had no idea what unit the numbers were in. So I decided they needed to be changed for the good of the people.
- Adding COMPILING-VS-VCPKG to readme.md #29067 by KarateSnoopy in Build 8676
- Updated prebuild script and events for VS project files #29070 by ZhilkinSerg in Build 8676. Build "Updated prebuild script and events for VS project files"
- npctalk: add effects and conditions that deal with arbitrary strings #29131 by mlangsdorf in Build 8695
Performance
- Limit start location search radius #28959 by ZhilkinSerg in Build 8659. Fix occasional hanging after game start due to excessive overmap generation when start location overmap terrain cannot be found.
- Code optimizations reported by static code analysis (2019-03-24) #28962 by ZhilkinSerg in Build 8659
- Remove unnecessary entries from guns #29121 by Rail-Runner in Build 8689
Android
I18N:
Submitted March 31, 2019 at 07:55PM by Turn478 https://ift.tt/2TNUrEB
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