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Merge branch 'master' into changelog-weekly-2024-11-04
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kevingranade authored Nov 14, 2024
2 parents 43303df + 65b3721 commit e7a0edf
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Showing 121 changed files with 2,106 additions and 1,180 deletions.
106 changes: 106 additions & 0 deletions data/changelog.txt
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Expand Up @@ -152,6 +152,15 @@ Grazing animals actually eat grass, and it regrows every season
New characters get random natural hair color during character generation
Binoculars now also increase 'detailed' vision range, not only max vision range
Morphic Sizing flag for summoned/magickal items
Pet feeding tweaks
Adds a baseball bat recipe
Flagify animal empathy/discord traits
Dialogue debug: toggle display of conditionals/effects
Character randomization sometimes produces 'crossdressing' characters
Dialogue: JSON fields for displaying hidden responses
Added check for stealing prior to inserting items into container
Make garlic smokable
Grazing animals actually eat grass, and it regrows every season
Added check for stealing prior to wearing
Plastic tub audit
Adds throwing practice tools
Expand All @@ -161,6 +170,14 @@ Mutations can have a custom activation message
modify random NPC starting equipment based on time passed
Throwing items while piloting mechs (with the mech's assist)
Faction relationships can be modified through dialogue
Adds whispering fungi to fungi zombie mongroup.
Added check for stealing prior to obtaining book to read
Added check for stealing prior to reloading items
Added check for stealing prior to activating items
Deconstruct simple furniture in the dark
Mission deadlines supports dialogue variables
Add a new appliance, the glassblower's crucible
Add a new widget to display weight as "##.#/##.#[unit]"
NPC factions get mad if you mess with their property by smashing or deconstructing it etc
obsolete generic NPC common classes; use the avatar character generator instead
Allow PCs/NPCs to move diagonally during overmap pathfinding
Expand Down Expand Up @@ -345,6 +362,11 @@ Professions & hobbies know gross anatomy & new butchering profs
Slightly Expands Hub-01 and Yrax factions
Adds a new stationary fungal variant.
adds a new fungus infested mapgen
Adds new end screen for thresh types, and a unique one.
Overhaul gun spawning
Fungal brute and hulk
Massive expansion of dialogues and messages for various categories
Make more zombies wear wedding rings
Add a random NPC class that knows how to fly. Yes you CAN recruit them, switch to them, and then fly a helicopter with their skills.
fungalize stages for zombies
Adds in new .357, .44, and .22 LR lever-action rifles
Expand All @@ -353,6 +375,12 @@ Beds are draggable
Large clay pots can now be crafted without a lid and used in the slow sand water filter
Fence posts and bollards are more similar
Melee weapon item groups for random NPCs
Remove secret science and military stuff from bank/industry/mall vaults
No free wiring in log walls
Military locations can spawn EOD suits
Added a welding store
Titanium Density Fix
Add Vitamin C Supplements


## Interface:
Expand Down Expand Up @@ -452,6 +480,12 @@ Toggle between the map and look around
Only list non-zero damage types on melee weapons
Misc. improvements to NPC goto-location options
Repeat survey missions without leaving the interface
Unify name suffix and profession
Add daily health widget
Add labels to structured sidebar tiny bodygraphs
use Freetype to render fonts for ImGui, and use multiple fonts in the ImGui interface
Debug reveal map moved to overmap editor, can reveal any overmap
Wrap the text in the menu for choosing your new faction camp type
Missions track when they were completed/failed
Add activity to continually bash something until it's destroyed
Option to set all of a companion's job priorities at once
Expand Down Expand Up @@ -709,6 +743,14 @@ Create the Martial Mastery mod, which allows you to develop your own martial art
[DinoMod] Astrodon
[MoM] Add Alien Meadow mutable map special
[Magiclysm] Fantasy species zombies
[DinoMod] longer tail attacks
[DinoMod] sauropods out of the water
[Magiclysm] Condense Attunement UI and simplify json code
[MoM] Add the unstoppable force (final rank feral telekinetic)
[MoM] Give the human whirlwind (and feral security captain, Ψ Division) the Hurricane Blows power
[Magiclysm] Add feral stormshapers
[MoM] Allow Intuitive Artisan to craft in complete darkness (because you close your eyes and let the visions take over)
[DinoMod] DinoZoo update
[Magiclysm] Add `UNRESTRICTED` flag to several Magiclysm summoned items
[Magiclysm] Rapid Regeneration's effect only triggers if you need healing
[Xedra Evolved] Werewolves only regenerate when they need to
Expand Down Expand Up @@ -746,6 +788,14 @@ Magus spell Slow description change
[MoM] Remove monster inherent speed boosts, replace with actual powers that have to be used
[XE] Fix two bugs about learning new blood gifts
[Magiclysm] Add a trait that prevents magical spellcasting
Martial Mastery: Fix duration of several technique effects
Create an external option for disabling zombify_into. Apply it to both Aftershock:Exoplanet and DDtD
[Xedra Evolved] Moon's tears weapons
[Xedra Evolved] Add playable Lilin with appropriate scenario
[MoM] Torrential Channeling power maintenance also raises Nether Attunement
Aftershock: Remove swims flag from terrestrial creatures.
[MoM] Feral psion updates with copy-from
Aftershock: Add suit batteries for the winter suits.
[DinoMod] eolambia
[Xedra Evolved/Innawood] Remove modern items from XE spawns Innawood, allow starting with XE-specific scenarios
[Xedra Evolved] Only humans can learn dream magick
Expand Down Expand Up @@ -848,12 +898,19 @@ Wielded items behave the same as ranged weapons when driving
Small changes to Quenching and tempering proficiency
Battery tools sanification
Obsolete and migrate legacy wire in favor of mild steel wire
Remove itch from conjunctivitis and make it even shorter when irrigated
Electronic devices spawn rate rework
Crashed planes have no ferals
Replace land mines with bear traps in the bandit cabin
Human lard less dense
Ballista is no longer pure magic
Make lab access shafts normally visible once spotted
Factions don't mind the player smashing zombie corpses
Remove calcium from Rare Drugs itemgroup
Ranged weapon selection for random NPCs
Some factions claim only one OMT
Added some reaction to furniture when falling down
Auditing portable charcoal kiln cleanup
NPCs can funk out to music, too.


Expand Down Expand Up @@ -1103,6 +1160,24 @@ NPC flee from being run over by vehicles
fix the crash in select_language by building the font atlas first
Monsters won't be sending immobile targets into flight anymore.
[XE/Magiclysm] No wizard cats
Fixed hair growth and balding issue in appearance_eocs.json
HUB01 templates' spawn is more predictable
[MoM] Fix Missing mind shield (0.H Backport)
Fixes AIM layout #76606
[Isolation Protocol] Fix trailing spaces
Cameras can now be charged and they all consume one battery charge per usage
Change X95 to 556
Avoid JSON errors on Windows with no sound devices
Move Zombio Bio Operators to No Hope
Adjust spawns of .22
Allow tiny continuous power draw in electronic devices.
Don't take integrated and no-takeoff items when mugging
Remove Military Professions mod
GUI Loading screen shows progress again
Prevent sidebar crash when trying to divide by zero
[Xedra Evolved] No werealfs
Fixed crash on trying to unwield heavy items when trying to drive
Fixes species of feral wizards and feral butchering
Cabin in Safe Place scenario is now actually safe
[MoM] NPCs can awaken in portal storms
Start of cataclysm day and start of game day now respect season length
Expand Down Expand Up @@ -1132,6 +1207,31 @@ Fix shelter and burning building starts
Camp food can be distributed from vehicle cargo zones
Bleeding can be stopped with bandages without waiting an extra turn
Don't apply parkour bonus when moving prone
[MoM] Purifiable updates
Calculate correct height when a uilist has desired_bounds not including a height
Fix: weariness makes hauling faster instead of slower
Make floors under furniture correct
Unload zone properly clears auto whitelists
Stop spawning too many monsters in a cave
Removes a few handguns, rifles, and a shotgun that didn't meet inclusion criteria
Fix raw butter calories, add salt to raw butter recipes, Add raw butter as option to recipes that use butter
Flamethrowers count as firestarters for lighting up bombs
Forbid starting fires (using firestarters) on water tiles
[Xedra Evolved] Fix Eater's sixth sense trait
Fragile and Sturdy flags cannot be inherited
[Xedra Evolved] Lo Ra'ab
Faction camp storage zone effective after editing
Fix: weariness makes hauling faster instead of slower
Construction blueprints don't require deconstruction tools or decoration materials
Removes the pockets flag from the cropped hoodies
[MoM] Fix """""missing""""" EoC id
Deployed furniture won't be floating anymore if deployed on open air
Fix minor typos in keybinding descriptions
NPCs stealing player default name
Fix zoo scenario spawn
Fix regression of calculation of the height of a uilist that has a desired_bounds not including a height
Lowers electronic skill requirement of clay car batteries from 3 to 2
Cotton patch can be used to stop bleeding


## Performance:
Expand Down Expand Up @@ -1165,6 +1265,7 @@ Optimize typed coordinate conversion functions for widespread savings
NPCs take less time to check for enemies.
Improve point hash functions to eliminate map overhead in nps los checks and elsewhere
Fix lag examining large stacks of crafted items
Backport Don't unnecessarily copy items in a tight loop in get_uncraft_components
Reduce unnecessary/duplicate checks for dangerous tiles
Cache the absolute map square position of the first submap
Cache mutation trait flags
Expand Down Expand Up @@ -1244,6 +1345,8 @@ Migrate ACT_PULP to the new activity actor system.
Migrate ACT_WAIT_STAMINA to an activity_actor
Migrate extended description (`x`->`e`) to imgui
[DEBUG] Modify hordes through overmap editor
Added palettes to use parameters more generally
debug dialogue + talk_topic menus
Mod Compatibility: Only load files within "mod_interactions" if requisite mod is loaded
Refactoring armor order from Cody
Allow construction pre_terrain to be a list of alternatives
Expand Down Expand Up @@ -1284,6 +1387,8 @@ No longer build object creator in CI nor include it in releases
Add PDCurses to Windows
Fixed Linux experimental build automation issues caused by SDL dependencies
Fix CMake build after adding freetype
Fixes broken Windows build due to missing ImGui Freetype-related files and map::get_field function deletion
Fixed broken Android build due to missing FreeType library
Allow the game to build on OSX


Expand All @@ -1294,6 +1399,7 @@ Add check to ensure translator comments are correctly located and extracted
Add more English names and their translations to Simplified Chinese and Japanese
Expand the Russian name list with translated English names
Do not extract pseudoitems/some UI labels/debug strings for translations
Audit/NO_I18N effects.json
Allow new KEYBDINGS window title to be translated
Omit unnecessary lines from translations
Dont extract monster guns and spells for translation
Expand Down
2 changes: 1 addition & 1 deletion data/json/flags.json
Original file line number Diff line number Diff line change
Expand Up @@ -662,7 +662,7 @@
{
"id": "PRESERVE_SPAWN_OMT",
"type": "json_flag",
"//": "This item will store the OMT it spawned in in the 'spawn_location_omt' var"
"//": "This item will store the OMT it spawned in the 'spawn_location_omt' var"
},
{
"id": "PROVIDES_TECHNIQUES",
Expand Down
25 changes: 25 additions & 0 deletions data/json/itemgroups/SUS/library.json
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Expand Up @@ -404,6 +404,31 @@
{ "item": "manual_traps_mil_basic", "count": [ 1, 3 ], "prob": 80 }
]
},
{
"id": "SUS_martial_bookcase",
"type": "item_group",
"//": "SUS item groups are collections that contain a reasonable realistic distribution of items that might spawn in a given storage furniture.",
"//2": "This group is for a set of martial arts manuals.",
"subtype": "collection",
"entries": [
{ "group": "book_martial_rare", "prob": 65 },
{ "group": "book_martial_common", "count": [ 1, 2 ], "prob": 100 },
{ "group": "book_mag_combat", "count": [ 1, 4 ], "prob": 100 },
{ "group": "book_manual_combat", "count": [ 1, 2 ], "prob": 50 }
]
},
{
"id": "SUS_martial_bookcase_vandalized",
"type": "item_group",
"//": "SUS item groups are collections that contain a reasonable realistic distribution of items that might spawn in a given storage furniture.",
"//2": "This group is for a set of martial arts manuals.",
"subtype": "collection",
"entries": [
{ "group": "SUS_martial_bookcase", "prob": 100 },
{ "item": "book_ruined", "count": [ 0, 12 ], "prob": 100 },
{ "item": "book_pieces", "count": [ 0, 26 ], "prob": 100 }
]
},
{
"id": "SUS_fiction_bookcase",
"type": "item_group",
Expand Down
2 changes: 1 addition & 1 deletion data/json/itemgroups/Weapons_Mods_Ammo/ammo.json
Original file line number Diff line number Diff line change
Expand Up @@ -566,7 +566,7 @@
{
"type": "item_group",
"id": "ammo_launcher_grenade_adapter",
"//": "Adapters for for firing multiples of civilian legal ammo from a greneade launcher",
"//": "Adapters for firing multiples of civilian legal ammo from a greneade launcher",
"subtype": "distribution",
"entries": [ { "item": "40x46mm_hornets_nest_22lr", "prob": 50 }, { "item": "40x46mm_hornets_nest_410", "prob": 50 } ]
},
Expand Down
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