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docs: 0.4 release notes (#3472)
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* docs: split changelog into directory

* docs: stable 0.4 release note

* style(autofix.ci): automated formatting

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2 changes: 1 addition & 1 deletion doc/src/content/docs/en/contribute/contributing.md
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Expand Up @@ -250,7 +250,7 @@ to explain the problem your PR is solving in full detail.
### All PRs should have a `"Summary"` line

Summary is a one-line description of your change that will be extracted and added to the
[project changelog](../game/changelog.md)
[project changelog](../game/changelog/index.md)

The format is: `SUMMARY: Category "description"`

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10 changes: 10 additions & 0 deletions doc/src/content/docs/en/game/changelog/index.md
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---
title: About Changelogs
---

These are an incomplete list compiled for convenience, see
[releases](https://github.com/cataclysmbnteam/Cataclysm-BN/releases) for all changes.

Starts with
[revision 10614 (just before pockets)](https://github.com/cataclysmbnteam/Cataclysm-BN/commit/8cea0fce70c87ea93c6fd4e409c68558e24ce42e)
of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)
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---
title: Changelog
title: Stable 0.1
---

This is an incomplete list compiled for convenience, see pull requests for all changes.

Starts with
[revision 10614 (just before pockets)](https://github.com/cataclysmbnteam/Cataclysm-BN/commit/8cea0fce70c87ea93c6fd4e409c68558e24ce42e)
of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)

## Stable v 0.3

### Gameplay

- New scenario: Play as Feral and befriend with zombies (on certain conditions).
- Added ability to manually connect and disconnect multiple power grids via voltmeter and some
materials.
- Added shields to the game.
- Further improvements to Rule of Cool explosions:
- Chain explosions.
- Items turn into shrapnel.
- Custom animations.

### Balance

- Improved mechs.
- Added craftable helicopter rotors.
- Water cannons can now fire acid.
- Buffed water purification methods.
- Yet more tweaks to bows (decreased damage, strength cap is now a soft cap).
- Tweaked power armor spawn locations.

### New content

- Added new CBMs. Some CBMs ported from existing mods.
- A lot of locations reworked and improved.
- Expansion to the Old Guard faction.

### Infrastructure

- Lab Finale rework.
- Updates to build files.
- Weapon categories for martial arts and gunmods (eases mod integrations).
- Allow NPCs to use all bionic weapons not just the hardcoded list.
- Improve code for NPC method of attack, generally improving their ability to choose weapons and
attacks. Allows them to reload magazines and perform combat reloads with single shot weapons.

### Bugfixes

- Multiple bugfixes related to NPC AI weapon selection and ranged attacks.
- Fixes to off-road vehicle behavior.
- Fix to the long-standing issue when not all overmap specials could spawn if there were too many
mods enabled.
- Fixes to monster attacks and movement over z-levels.

### Ported from later versions of DDA

- Feral humans (with additional tweaks).
- Additional achievements.

## Stable v 0.2

### Gameplay

- Rework teleglow, nether attention, stare monattack.
- AI now can target and shoot moving cars.
- Food items now show how temperature affects it rot.
- Graphical overmap now enabled by default. Obsolete Graphical Overmap mod, rename to Larwick's
Overmap.
- Reorganized mod resources. All Bright Nights resources now labeled with unique id.
- Allows pushing vehicles over ramps.
- Melee skill actually impacts attack stamina usage.
- Add the ability to mark items as favorite from the multidrop menu.

### Balance

- Finished ammo and armor rebalance. Armour piercing ammunition now more effective agaisnt armored
targets, but armor in certain cases provides somewhat better protection against gunshots. Changes
included reworked power armor stats.
- remove glare protection requirement for forged frames.
- Make bicycle alternators (dynamos) craftable.
- Allow repairing items with forges.
- Allow easier installing/removing of some parts.
- Robots no longer completely immune to lasers.
- Prevents dodge gain exploit.
- Wraith and shadow special attack updates.
- Shadow and cult creature updates from Arcana.
- Adjustments to mi-go locations, atmosphere field.

### Quality of Life

- Added ability Submit bug report directly from game.
- Reduce blinking effects speed (300 -> 800ms), and add an option to change it in game.
- Deactivate pet robots in pet menu instead of query.
- While flying, warn when letting go of control or stop driving.

### Infrastructure

- Migrate to C++17.
- Implement relic recharge.
- Grid constructions now use workshop category.
- Allow marking construction recipes as favorite, sort recipes by name in construction UI.

### New Content

- Added new electric grid appliances.
- Adds grid forge rigs, chemistry sets, and chemlabs.
- Added hauler bot.
- Most of the building contains built in electric grids.
- Add grid flag to more specials, mods in particular.
- Added new helicopter parts group to helipad.
- Add mountable autodoc and autodoc couch.

### Ported from later versions of DDA

- Port complete leash and lead system.
- Port over fix for spellcasting monsters and summon spells.
- Updated DinoMod.
- Add in-game progression diary.
- Cathedral overhaul.
- add NPCs to biker_dump.
- Port Barbaran Montante and rebalance.

### Other

- Add missing damage sources kills and suicide to kills list.

## Stable v 0.1

### Gameplay
## Gameplay

- Victory condition: <details><summary>spoilers</summary>Somewhere in the rectangular region of the
overmap from (0'0, 0'0) to (0'179, 0'179), there's a central lab (accessible from a tile named
"access shaft" on z = -1) that has a red-colored "L" tile at its bottom z-level. Find the lab,
reach the bottom, then either sacrifice your own life or put in a mininuke.</details>
- (Currently WIP, but already functional) Electric grid system, without use of vehicles, but able to
connect to them. See [Electric Grids page](../mod/json/explanation/electric_grids.md) for more
connect to them. See [Electric Grids page](../../mod/json/explanation/electric_grids.md) for more
info.
- Lower height levels (z-levels) drawn.
- Angled vehicles don't develop "holes" in their normally-impenetrable walls. This affects all
Expand Down Expand Up @@ -202,7 +77,7 @@ of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)
- Reworked food temerature mechanics. Removed "mushy" mechanics. Rot still affected by temperature.
Note that freezers still work as intended and prevent rot, and fire makes you warm.

### Quality of life
## Quality of life

- Crafting defaults to in inventory/on the ground, best workbench in radius is used anyway
- Can read items on the floor, in vehicles etc. Reading doesn't automatically pick up books, but
Expand All @@ -219,14 +94,14 @@ of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)
- Added accurate firearm dispersion/recoil stats that include all the modifiers (from skill,
bionics, encumbrance and so on)

### New content
## New content

- Medical zombie tree, focused on debuffing
- New automated gun turrets replacing CROWS based ones. Less deadly, but don't drop tons of valuable
rifle ammo.
- Bionic scanner, to detect which corpses are worth cutting up

### Performance
## Performance

- Fires do not produce hot air and smoke, no longer affected by wind
- Option to disable event bus system (in Debug tab) - removes one big cycle hog, but also
Expand All @@ -235,7 +110,7 @@ of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)
- Removed slow fd_clairvoyant check which only benefited Magiclysm, but slowed down everyone
- Cache list of all vehicles on map, since getting it is slow in 3D mode

### Ported from later versions of DDA
## Ported from later versions of DDA

- Ground vehicle z-level transitions and z+1 bridges. Ramps can be enabled through "Z-levels" world
setting, new bridge generation - through "Elevated bridges" mod.
Expand All @@ -244,7 +119,7 @@ of [CleverRaven/Cataclysm-DDA.](https://github.com/CleverRaven/Cataclysm-DDA)
- Various under-the-hood improvements, such as refactors and optimizations.
- Hundreds of bugfixes and small changes.

### Other
## Other

- 3rd party mods translation support
- UnDeadPeople tileset included
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68 changes: 68 additions & 0 deletions doc/src/content/docs/en/game/changelog/stable_02.md
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---
title: Stable 0.2
---

## Gameplay

- Rework teleglow, nether attention, stare monattack.
- AI now can target and shoot moving cars.
- Food items now show how temperature affects it rot.
- Graphical overmap now enabled by default. Obsolete Graphical Overmap mod, rename to Larwick's
Overmap.
- Reorganized mod resources. All Bright Nights resources now labeled with unique id.
- Allows pushing vehicles over ramps.
- Melee skill actually impacts attack stamina usage.
- Add the ability to mark items as favorite from the multidrop menu.

## Balance

- Finished ammo and armor rebalance. Armour piercing ammunition now more effective agaisnt armored
targets, but armor in certain cases provides somewhat better protection against gunshots. Changes
included reworked power armor stats.
- remove glare protection requirement for forged frames.
- Make bicycle alternators (dynamos) craftable.
- Allow repairing items with forges.
- Allow easier installing/removing of some parts.
- Robots no longer completely immune to lasers.
- Prevents dodge gain exploit.
- Wraith and shadow special attack updates.
- Shadow and cult creature updates from Arcana.
- Adjustments to mi-go locations, atmosphere field.

## Quality of Life

- Added ability Submit bug report directly from game.
- Reduce blinking effects speed (300 -> 800ms), and add an option to change it in game.
- Deactivate pet robots in pet menu instead of query.
- While flying, warn when letting go of control or stop driving.

## Infrastructure

- Migrate to C++17.
- Implement relic recharge.
- Grid constructions now use workshop category.
- Allow marking construction recipes as favorite, sort recipes by name in construction UI.

## New Content

- Added new electric grid appliances.
- Adds grid forge rigs, chemistry sets, and chemlabs.
- Added hauler bot.
- Most of the building contains built in electric grids.
- Add grid flag to more specials, mods in particular.
- Added new helicopter parts group to helipad.
- Add mountable autodoc and autodoc couch.

## Ported from later versions of DDA

- Port complete leash and lead system.
- Port over fix for spellcasting monsters and summon spells.
- Updated DinoMod.
- Add in-game progression diary.
- Cathedral overhaul.
- add NPCs to biker_dump.
- Port Barbaran Montante and rebalance.

## Other

- Add missing damage sources kills and suicide to kills list.
51 changes: 51 additions & 0 deletions doc/src/content/docs/en/game/changelog/stable_03.md
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---
title: Stable 0.3
---

## Gameplay

- New scenario: Play as Feral and befriend with zombies (on certain conditions).
- Added ability to manually connect and disconnect multiple power grids via voltmeter and some
materials.
- Added shields to the game.
- Further improvements to Rule of Cool explosions:
- Chain explosions.
- Items turn into shrapnel.
- Custom animations.

## Balance

- Improved mechs.
- Added craftable helicopter rotors.
- Water cannons can now fire acid.
- Buffed water purification methods.
- Yet more tweaks to bows (decreased damage, strength cap is now a soft cap).
- Tweaked power armor spawn locations.

## New content

- Added new CBMs. Some CBMs ported from existing mods.
- A lot of locations reworked and improved.
- Expansion to the Old Guard faction.

## Infrastructure

- Lab Finale rework.
- Updates to build files.
- Weapon categories for martial arts and gunmods (eases mod integrations).
- Allow NPCs to use all bionic weapons not just the hardcoded list.
- Improve code for NPC method of attack, generally improving their ability to choose weapons and
attacks. Allows them to reload magazines and perform combat reloads with single shot weapons.

## Bugfixes

- Multiple bugfixes related to NPC AI weapon selection and ranged attacks.
- Fixes to off-road vehicle behavior.
- Fix to the long-standing issue when not all overmap specials could spawn if there were too many
mods enabled.
- Fixes to monster attacks and movement over z-levels.

## Ported from later versions of DDA

- Feral humans (with additional tweaks).
- Additional achievements.
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