Changelog for 2023-08-22 to 2023-08-28

These are the new changes over the past week, collated by yours truly with this hacky script :P

Content

  • #67810 - New weapon: kanabō
    by ampersand55
    Summary: “New weapon: kanabo”
  • #67834 - Make swarms of bees needing an apiary a little more obvious
    by MNG-cataclysm
    Summary: “Make the bee-apiary relationship a bit more obvious.”
  • #67758 - Add better infrastructure to support Aftershock Skullgun
    by anoobindisguise
    Summary: “Make the aftershock skullgun cbm cooler”
  • #67734 - Adds the Motorhead random NPC class, audits scientist and doctor
    by I-am-Erk
    Summary: “Adds Motorhead NPC class and adjusts scientists and doctors”
  • #67867 - Mapgen: Urban house addition
    by Devengel
    Summary: “Mapgen: another urban house”
  • #67894 - Add more things to Defense Mode
    by MNG-cataclysm
    Summary: “Add more stuff to Defense Mode.”
  • #67852 - Drinking veterans for the Ancilla bar
    by John-Candlebury
    Summary: “Drinking veterans in the Ancilla bar let you raise faction reputation”
  • #67923 - Coconut additions
    by bowmaster93
    Summary: “Add coconut bowls and coconut water”
  • #67922 - Ranchers get a long rope on spawn for their horse.
    by Froffy025
    Summary: “Cowboy & Rancher professions spawns with a long rope for animals.”
  • #67695 - Add the first part of the Exodii warehouse mission
    by SariusSkelrets
    Summary: “Add a new mission to the exodii, as described by #59905”

Features

  • #67593 - NPCs actually flee - playtesting requested
    by I-am-Erk
    Summary: “NPC fleeing behaviour adjusted and slightly improved”
  • #67854 - Meaningful car, boat, and bicycle proficiencies
    by gadgetpatch
    Summary: “Adds basic vehicle proficiencies for driving and boating, as well as athletic proficiencies which increase muscle engine output.”
  • #67870 - NPC AI/ fleeing adjustments 2: Come back, little NPC
    by I-am-Erk
    Summary: “Tweak NPC fleeing AI based on playtesting”
  • #67907 - Default loot zone
    by smileynet
    Summary: “Add ‘default’ lowest priority loot zone”

Mods

  • #67822 - Fix some problems with the Defense Mode merchant
    by MNG-cataclysm
    Summary: “Fix some problems with the Defense Mode merchant.”
  • #67816 - [DinoMod] loot and grammar fixes
    by LyleSY
    Summary: “[DinoMod] loot and grammar fixes”
  • #67808 - [MoM] Adjust stamina costs
    by Standing-Storm
    Summary: “Adjust MoM stamina costs”
  • #67757 - [MoM] Add Enervation damage type, apply it to Eater and feral vitakinetics
    by Standing-Storm
    Summary: “Add Enervation damage type, apply it to Eater and feral vitakinetics”
  • #67839 - [Defense Mode]: My Sweet Cataclysm compatibility
    by MNG-cataclysm
    Summary: “Add Defense Mode compatibility with My Sweet Cataclysm.”
  • #67833 - Mods Over Matter: Defense Mode Compatibility for MOM
    by MNG-cataclysm
    Summary: “Add MOM compatibility for Defense Mode.”
  • #67814 - [Magiclysm] Add three Earthshaper spells
    by Standing-Storm
    Summary: “Add three Earthshaper spells”
  • #67841 - Mythos compatibility for Defense Mode
    by MNG-cataclysm
    Summary: “Mythos compatibility for Defense Mode.”
  • #67801 - [Magiclysm] Add Whisper of the Leaves druid spell
    by Standing-Storm
    Summary: “Add Whisper of the Leaves spell”
  • #67542 - [MoM] Allow Premonition to detect dangerous world events
    by Standing-Storm
    Summary: “Allow Premonition to detect dangerous world events”
  • #67872 - [Magiclysm] Edit Nature’s Commune to provide morale and only be castable outdoors
    by Standing-Storm
    Summary: “Edit Nature’s Commune”
  • #67891 - [MoM] Make psionic powers unteachable
    by Standing-Storm
    Summary: “Make psionic powers unteachable”
  • #67843 - [Magiclysm] Even more spells (7 spells)
    by Standing-Storm
    Summary: “Even more spells (7 spells)”
  • #67840 - [Magiclysm] Potion fruits!
    by Standing-Storm
    Summary: “Add potion fruits and recipes to make them”
  • #67817 - [Magiclysm] Add fantasy species starting option
    by Standing-Storm
    Summary: “Add fantasy species starting option”
  • #67912 - Aftershock: Rebalance Gibson S86
    by John-Candlebury
    Summary: “Aftershock: Rebalance Gibson S86”

Bugfixes

  • #67820 - [MoM] Add missing word to refined matrix crystal [powder], blue
    by Standing-Storm
    Summary: “Refined matrix crystal [powder], blue”
  • #67813 - Correct metal fencing sword recipe category.
    by ampersand55
    Summary: “Correct metal fencing sword recipe category”
  • #67812 - Fixes to select timepoint menu
    by ZhilkinSerg
    Summary: “Fixes to select timepoint menu”
  • #67825 - Fix crash in object creator spell window
    by snipercup
    Summary: “Fix crash in object creator spell window”
  • #67849 - Prevent the vmenu from drawing junk in w_terrain
    by sethsimon
    Summary: “Prevent the vmenu from drawing junk in w_terrain”
  • #67880 - Aftershock: Exosuit bugfixing
    by John-Candlebury
    Summary: “Aftershock: Repair exosuit enchantments”
  • #67873 - [Magiclysm] Fix Electric Waves enchant
    by Standing-Storm
    Summary: “Fix Electric Waves enchant”
  • #67884 - spell-highlight: properly highlight spell target tiles in TILES build when not using tileset
    by OrenAudeles
    Summary: “Show spell target tiles in TILES builds when not using tileset”
  • #67915 - Fix fertilizer spawning
    by CutenessOverloaded
    Summary: “Fixes https://github.com/CleverRaven/Cataclysm-DDA/issues/67904
  • #67903 - gives the mercenary officer/ghost custom descriptions
    by Daved27hundred
    Summary: “Mercenary Officer and Mercenary Ghost enemies no longer copy descriptions from the blackops zombie and bio-operator”
  • #67893 - Instead of calling exit(), reset and signal the default handler
    by alef
    Summary: “Fix signal handler: call to exit()”
  • #67928 - Nerf lift thrust of rotorcraft by 6 orders of magnitude
    by ZhilkinSerg
    Summary: “Nerf lift thrust of rotorcraft by 6 orders of magnitude”
  • #67920 - Bugfix: Exploding 💥 zombie cows with landmines
    by inogenous
    Summary: “Exploding zombie cows with landmines”

Balance

  • #67819 - Cooldown All The Leaping
    by TheSaddestGoomba
    Summary: “Increase Leap Cooldown for all mundane frogs.”
  • #67824 - Correct inaccurate Kickboxing moves, let you start with it.
    by Aerin-of-the-Toast
    Summary: “Adjust Kickboxing and let you start with it”

Performance

  • #67791 - Code optimizations reported by static code analysis (2023-08-20)
    by ZhilkinSerg
    Summary: “Code optimizations reported by static code analysis”

Interface

  • #67847 - @ menu UI scrolling
    by Brambor
    Summary: “@ menu improvements”

Infrastructure

  • #67876 - Jsonize helicopter piloting requirement
    by lispcoc
    Summary: “Jsonize helicopter piloting requirement”

None

  • Erk@cdda.social
    link
    fedilink
    English
    arrow-up
    2
    ·
    1 year ago

    I started breaking the npc ai with regards to fleeing behaviour. It’s still pretty sketch but I hope to have it sorted soon. Mostly trying to make them run away more logically when faced with groups or injuries. Currently they’re a bit too chicken about zombies that are far away… This is desirable since it stops them from blasting into groups and getting mauled but it’s way overtuned.

    Also did some long overdue mostly invisible work on random NPC classes. I would like to do more there but there are only so many hours in the day