Raised base stats for NPCs by 2, which should make random NPCs feel like they're in the same ballpark as the player statwise, instead of all being a bunch of wimps.
Added a supermarket. This location is usually occupied by a large number of feral humans and possibly cockroaches, but might contain enough unlooted food to be worth a visit.
Fixed an issue with turrets, searchlights, and other supposedly immobile monsters moving around whenever you weren't looking like this is Toy Story or something.
Fixed an issue with tied animals wandering off when you were away.
It is no longer possible to grab and drag tied or immobile creatures with grappling or with special attacks like the Batrachian tongue.
@CN-Xuan added some fixes and additions to the simplified Chinese translation.
@False Ritchie added some updates and fixes to the Russian translation.
Added a diazepam addiction to backgrounds.
Removed the portable metal brick kiln.
The rural gas station can now have variable types of walls.
Flowing water (e.g. rivers) stays unfrozen longer, so you can collect it in Winter if it's not too cold.
Swimming pools now contain murky water. Their description has been updated to indicate this.
Fixed a crash related to controlling vehicles.
Added a hand truck for moving furniture around.
The chemistry recipe for bleach, it turns out, would only produce very dilute bleach, and not the stuff you find under the sink. Rather than removing it, it has been converted to make Dakin's solution instead, as it is strong enough for that purpose.
40mm grenade belts now gain volume as grenades are added to them.
Solar panels can no longer be installed/uninstalled for infinite fasteners.
Fixed morale gain from Masochist.
Stopped vehicles from double moving when crossing ramps.
Fixed weight/volume calculations in the insert ui for items with charges.
Pockets now properly check against the volume of a single charge of an item.
Items which were reserved by NPCs for jobs now have that reservation cleared when the item is picked up. This should lead to less issues where they think they don't have access to tools which are clearly available.
If you are sleeping in your vehicle, your followers will no longer leave the vehicle in search of a place to go to bed.
Fixed dried vegetables being driable.
Added PVC pipes.
EoCs can now check if items are rotten.
EoCs can now browse or unbrowse storage devices.
Nerfed the trade value of betavoltaic cells and NVG helmet attachments.
Region feature flag settings can now be extended.
Permanent effects now always last at least 1 second.
Fixed the freshwater research station moon pool.
Fixed snap-targeting sometimes failing to snap even though you can aim at a target manually.
Fixed loose gunmods appearing as installed.
Fixed spell messages not displaying.
Fixed a potential error with an uninitialized variable.
Hatchbacks now actually have hatchbacks.
Fixed up mapgen for house_w_5
Hordes won't spawn if their members are blacklisted.
Fixed map_cache not properly revealing.
Fixed estimated travel time across meadows.
Added some improvements for drawing hordes on the map (not live now, just prep for when it is).
Fixed the dispersion on the USP 45.
Rattine mutants now get Saprovore to help them eat Zombie meat.
The Bionic Taste Fouler has been replaced with the Emetic Inducer. This is a faulty CBM that makes you nauseous every once in a while, rather than always making almost all food too disgusting to eat.
Eater of the Dead now decreases negative enjoyability of tainted food by 75%, allowing those mtants who have it to (probably) eat zombie meat without getting nauseous.
Removed the SMELLS flag from a ton of monsters should not have had it, like feral humans and giant spiders. This flag is for creatures like dogs and advanced zombies that can follow scent trails.
Added the SMELLS flag or scent tracking groups to a few creatures which should have had it but didn't, particularly cockroaches and ants.
Reverted a recent DDA backport that attempted to update the way gun stats are displayed in the item info panel. This update would have been welcome, but it was formatted badly and it turned out to be very difficult to fix.
Removed all the dead code related to the rideable mech monsters, which have not existed in TLG for a very long time.
- News and updates
- Cataclysm: The Last Generation
- Updates 2-15-2026
Source: Steam Community (opens in a new tab)
