Removed the temperature and charge removal blacklists. They have long since served their purpose.
You can no longer bleed frozen corpses.
The rescue pilot now actually knows how to fly.
Slime globs no longer contain kcal. Come on now.
Fixed an issue where falling items were being bashed twice, the first time for far too much damage.
Manually fixed a couple of errors the Japanese and Korean as well as the Traditional and Simplified Chinese translations.
Removed a few unused foods and made several others stop caring about temperature.
Backported many DDA updates to item_factory which while not immediately useful to players, will allow greater flexibility in what items can do.
Corrected the amount of lead in car and motorbike batteries.
Corrected to-hit values for axes. In many cases this is a minor nerf.
Fixed an issue where some fluid attacks were able to get through walls.
@Caba da Muleste da Paçoca submitted a fix for cameras not having internal storage.
Fixed a few wonky translations in Korean, Japanese, and both kinds of Chinese.
Added some acid zombie dissection snippet text.
Backports from DDA:
Finished the item subtype and item_factory overhaul backports.
Added wax slugs and a recipe for them.
Fixed map_in_city and can_see_location EOCs.
Vats with liquid remaining will no longer be set to empty.
Fixed a segfault that could happen when crafting with stuff in nested containers.
Suppressors are no longer guaranteed to spawn in police armories.
The atomic headlamp was stupidly broken and not at all in line with other items of its type. It has been reworked to now function like the atomic lamp.
The atomic lamp and atomic reading light were two distinct items which were functionally identical. Now, they're one item.
The atomic lamp is now craftable. It requires 6 electronics and only appears in the Advanced Electronics textbook.
Added a repair action to flintlock firearms, so that they may now be repaired like other types.
Backported a large expansion to the fault system for items from DDA. Mostly for the moment this is all under the hood.
EMPs will now usually (~70% of the time) cause electronic devices to reboot rather than completely frying them.
Backported a fix from DDA that will allow favorited items to leave autonotes on the map when dropped, even if they're inside of a container.
Fixed an issue where zombies were all nude. They now have clothing again.
It is possible that the above fix may have solved some underlying issues with itemgroups in general, resulting in there being more stuff around the world, particularly in places like refrigerators. Keep an eye on this and let me know if you think it's seriously off - whatever the case, the code is correct now.
Fixed a typo in a function name. It was working even before I fixed it, but the typo was bothering me.
Fixed an issue where the roots and the aqueous repose mutations were causing problems during sleep by reducing fatigue but not sleep deprivation. This is because they were very old mutations and never properly got integrated into the sleep system as it exists now.
If you require more sleep than normal during a mutation, you will now attempt to sleep for longer than 10 hours. As before, you will automatically wake up once you've slept off your fatigue or when you get thirsty or hungry or hurt or whatever. Because of this, there is no need to do the opposite for mutations that make you require less sleep.
Improved the description of melatonin so more people know when to take it and why. Hint: It makes you reduce sleep deprivation more when you sleep.
Footrags of all types no longer require thread, you're just tying rags on your feet.
Removed the alternate recipe names from all recipes. These were cutesy rephrasings of the item they actually craft, but were ultimately just misleading.
The dazzle rifle now works on drones and cyborgs, including zombie cyborgs. The effect's duration has been increased, but is halved for zombie cyborgs as the electronics are not ultimately what is controlling them. It is not possible to reprogram zombie cyborgs, it just stuns them.
Critting a character with the dazzle rifle now has a chance to deactivate some of their bionics and stun them if they are a cyborg. If they have no powered bionics, nothing happens.
Increased the length of the pistol stock when it's not attached to anything. It didn't have one set so it was weirdly small until you installed it.
Renamed almost all of the gunmod mount parts. These are mods which add mod slots to the gun. Hopefully the new names and descriptions are clearer and more accurate to real life.
Renamed the health care, food preparation, and applied science skills to medicine, cooking, and science.
Updated the description of the science skill. Previously, it went to great lengths to talk about how you're not a real scientist even though you can literally start as a real sciencitst. Now it just explains that it's about safe and methodical lab work and general experience with scientific fundamentals such as never put salt in your eye.
The protective bark mutation now allows you to walk barefoot without penalty. The whole shoe/barefoot situation is kind of annoying at the moment and I want to fix it, but it's a weirdly big job so I'm just adding this and punting for now.
Fixed an issue that made it possible for armor to cause discomfort on body parts you didn't have.
Many DDA backports, including:
Monster-on-monster attack animations now work, and getting attacked doesn't reset your tile briefly.
Added threaded barrel to AK-74.
Many improvements to the fault system.
Oil lamp renamed to kerosene lamp.
Fixed some Nuclear Power Plant map issues.
Vomiting now wakes you up.
Fixed some Mac build issues.
TILE_CATEGORY::WEATHER now supports variant tiles.
AR uppers can now be attached without any skill.
Standardized calls for distance to always use properly rounded ints, rather than a chaotic mix of truncated ints and whatever else, and trigonometric distances now always count Z levels as two spaces instead of variably one or two depending on which function was called. These functions have also been audited for performance and readability.
Added a 400ms gate to most sound effects so that you cannot get spammed by 1000 car crash sfx because you decided to (i)gnore a zombie while you were hotwiring a car. This might interfere with combat sfx properly playing (I think they actually need to layer over each other a bit), if so I can take another crack at it later.
Volume is now properly rounded, which should result in better behavior and fewer SFX for zero volume sounds playing.
Fixed the Tough mutation line.
Backported a DDA upate to mapgen formatting, trimming extra lines and improving moddability.
Fixed the bronze anvil recipe in Innawood.
Most of the following is backported from DDA:
Removed some nonsensical crafting recipes
Added more standalone freezers to houses
Added two new houses
Add finalization step for special abilities.
Made many improvements to the map location search system, which should make quests faster and more reliably locate their objectives.
Debugmessages now clear their instructions after the player presses a key.
Removed thread from cordage requirements
Fixed load time slowdown when searching items
Roads can now cross streams
Grappling hooks now function as rope
Stocks and bayonets now modify a gun's melee to-hit valie.
Adjusted npctalk for blindness.
Increased autodrive speed on straight roads
Fixed unopenable bionic chambers in labs.
Toolmods are now removable.
The m110a1 can attach its own stock.
Added a query to quick-reveal all wires when revealing wire.
Nerfed default thrown damage.
Thrown rocks do 1 less damage. Pebbles, marbles, clay marbles, and bearings now do bash instead of bullet(????) damage.
Remove skill training toggling and made driving not drain focus.
Hostile NPCs no longer show on the map before you see them.
Warn when switching to weather mode on the map screen.
Added a generic tie-down system for attaching furniture to vehicles.
It is no longer possible to build in midair.
Helicopters can now actually take off from helipads.
Added highways.
- News and updates
- Cataclysm: The Last Generation
- Updates 1/27/2026
Source: Steam Community (opens in a new tab)
