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* docs: split changelog into directory * docs: stable 0.4 release note * style(autofix.ci): automated formatting --------- Co-authored-by: autofix-ci[bot] <114827586+autofix-ci[bot]@users.noreply.github.com>
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title: About Changelogs | ||
--- | ||
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These are an incomplete list compiled for convenience, see | ||
[releases](https://github.com/cataclysmbnteam/Cataclysm-BN/releases) for all changes. | ||
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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: Stable 0.2 | ||
--- | ||
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## Gameplay | ||
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- 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. | ||
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## Balance | ||
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- 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. | ||
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## Quality of Life | ||
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- 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. | ||
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## Infrastructure | ||
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- 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. | ||
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## New Content | ||
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- 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. | ||
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## Ported from later versions of DDA | ||
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- 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. | ||
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## Other | ||
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- Add missing damage sources kills and suicide to kills list. |
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title: Stable 0.3 | ||
--- | ||
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## Gameplay | ||
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- 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. | ||
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## Balance | ||
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- 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. | ||
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## New content | ||
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- Added new CBMs. Some CBMs ported from existing mods. | ||
- A lot of locations reworked and improved. | ||
- Expansion to the Old Guard faction. | ||
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## Infrastructure | ||
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- 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. | ||
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## Bugfixes | ||
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- 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. | ||
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## Ported from later versions of DDA | ||
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- Feral humans (with additional tweaks). | ||
- Additional achievements. |
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