Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => Announcements => Topic started by: Kevin Granade on March 24, 2014, 08:43:36 PM

Title: Latest experimental features.
Post by: Kevin Granade on March 24, 2014, 08:43:36 PM
Devs or interested bystanders, when you write or see a cool new feature added to experimental, feel free to post about it here.  Feel free to also post elsewhere, particularly if you want a lot of feedback, but I'm envisioning this as a place for people to catch up on the latest developments.

EDIT: Questions about such features are off-topic for this thread, and will be moved or deleted based on my mood.  If you want to ask a question about something, ask it in the appropriate subforum.
Title: Re: Latest experimental features.
Post by: Kevin Granade on March 24, 2014, 08:48:06 PM
A few to get the ball rolling:
Butcher Items?
BevapDin added a feature where you can dissasemble items on the ground under you using the 'B'utcher action.  For extra speed, you can just hold down 'B' to butcher/disassemble the first thing listed.

Strike the Earth!
We all knew it was going to happen eventually, well eventually is now!
KA101 added a feature to build a downward staircase, which also creates a matching up staircase on the level below.  Let's get Diggin!
Title: Re: Latest experimental features.
Post by: EditorRUS on March 24, 2014, 09:27:35 PM
Vehicles got nerf'd.
You can't spawn a sport car, raise your driving skill upto 100, and drive through a builiding anymore.
But... if your car were on speed and it suddenly lost it's wheels it will leave a trace of sliding from mound dirts.

Also, i noticed that crafting system becomes more and more independent from certain things. In short - no matter what tool you have, but whether can this tool do the work or not.
According to json code:
Code: [Select]
[
    {
        "type" : "tool_quality",
        "id" : "CUT",
        "name" : "cutting quality"
    },{
        "type" : "tool_quality",
        "id" : "HAMMER",
        "name" : "hammering quality"
    },{
        "type" : "tool_quality",
        "id" : "HAMMER_G",
        "name" : "gunsmithing (hammering) quality"
    },{
        "type" : "tool_quality",
        "id" : "SAW_W",
        "name" : "wood sawing quality"
    },{
        "type" : "tool_quality",
        "id" : "SAW_M",
        "name" : "metal sawing quality"
    },{
        "type" : "tool_quality",
        "id" : "SAW_M_G",
        "name" : "gunsmithing (metal sawing) quality"
    },{
        "type" : "tool_quality",
        "id" : "COOK",
        "name" : "food cooking quality"
    },{
        "type" : "tool_quality",
        "id" : "BOIL",
        "name" : "liquid boiling quality"
    },{
        "type" : "tool_quality",
        "id" : "CONTAIN",
        "name" : "containing quality"
    },{
        "type" : "tool_quality",
        "id" : "CHEM",
        "name" : "chemical making quality"
    },{
        "type" : "tool_quality",
        "id" : "BREW",
        "name" : "brewing quality"
    },{
        "type" : "tool_quality",
        "id" : "AXE",
        "name" : "tree cutting quality"
    },{
        "type" : "tool_quality",
        "id" : "DIG",
        "name" : "digging quality"
    },{
        "type" : "tool_quality",
        "id" : "WRENCH",
        "name" : "bolt screwing quality"
    },{
        "type" : "tool_quality",
        "id" : "WRENCH_G",
        "name" : "gunsmithing (bolt screwing) quality"
    },{
        "type" : "tool_quality",
        "id" : "SCREW",
        "name" : "screw screwing quality"
    },{
        "type" : "tool_quality",
        "id" : "SCREW_G",
        "name" : "gunsmithing (screw screwing) quality"
    }
]
Title: Re: Latest experimental features.
Post by: Wuzzy on March 25, 2014, 09:19:44 PM
I have seen new flowers. Great to see more colors on the field. I wonder what the other flowers will be good for.

I also have seen bowling alleys. I like those. And yeah these were obviously needed for C:DDA.

I noticed there is a tendency now that old map symbols get reused: dojo and library are yellow, restaurant, fast food and café are purple, etc. etc. I don’t like this tendency. There is still plenty of room in the symbols which use a non-black color as background.
Title: Re: Latest experimental features.
Post by: Anonymous on March 28, 2014, 10:14:35 PM
Seeing as how I have been away for a little bit of time, such a topic as this could prove useful to me and others like me who go away for various amounts of time.
Title: Re: Latest experimental features.
Post by: dovla on March 30, 2014, 07:04:20 PM
I saw a new zombie type in my first 5 minutes in the game.
(click to show/hide)

Also I propose monster addition and similar spoilerish stuff (as opposed to features) be put into spoiler tags, as above.
Title: Re: Latest experimental features.
Post by: jokermatt999 on March 31, 2014, 07:37:14 PM
I noticed some recipe changes.

(click to show/hide)
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 01, 2014, 06:12:02 AM
What I merged tonight:
Nicer looking cul de sac road sections.
Furniture that acts as tools for crafting (anvils, stills, and charcoal forges, but more can be added later)
Scabbards and sheaths and holsters, oh my!
Some swords, when sheathed, allow drawing and attacking an adjacent monster as a single action if you ahve the necessary skills.  Don't worry, it's not some crazy anime super-attack, it's just a draw and cut.
Hostered pistols have a similar effect, just hit 'f' and you'll automatically draw your holstered gun.
New building feature
(click to show/hide)
Title: Re: Latest experimental features.
Post by: terroroid on April 01, 2014, 12:13:41 PM
nice update. i hope bolts can also be quivered, im a crossbow guy
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 01, 2014, 04:18:34 PM
whoops, forgot that, quivers did in fact get the same treatment.

EDIT: Please stop posting unrelated discussions in the thread, I'd like for this to be a place people can rely on to just have game updates, you have a whole forum to post other stuff on.
Title: Re: Latest experimental features.
Post by: Pthalocy on April 03, 2014, 12:41:37 AM
A new feature I've noticed (holy hell so much new stuff since I left on hiatus!)

Content seems to have been moved into a modular mod-mode? Seems a nice compromise for those who couldn't decide how they liked their guns. Really nice. I realize that's likely an old change, but see again: hiatussss.

And yeah, changing tool requirements to whether the tool has the quality needed, rather than the tool itself? Super cool, and better models how crafting might go irl.

Changes we need: A message of the day that specifically states to not reply to certain trolls, with an example post linked in it so users know what they're looking to avoid.

Title: Re: Latest experimental features.
Post by: Sep on April 08, 2014, 05:46:00 PM
fuel leaks 
https://github.com/CleverRaven/Cataclysm-DDA/pull/7104
hordes on overmap
https://github.com/CleverRaven/Cataclysm-DDA/pull/7086


carry a leaking tank, leak fuel over an entire wilderness minimap with a little room for you in the center, pull a horde there. goodness ensues.  but why am i immediately wishing for liquids spreading (in shallow pits).  in any case, this will be a great combo. potentially better than lava!

Title: Re: Latest experimental features.
Post by: KA101 on April 09, 2014, 12:13:13 AM
Helps if it's merged things, not simply things that hit the hopper.  ;-)
Title: Re: Latest experimental features.
Post by: Wuzzy on April 09, 2014, 06:29:41 PM
Hordes on overmap are now merged.

I found another interesting new feature: There is a new function from which you can access a menu which lists all other actions (examine, activate, etc.) in a nice way. I think this is great for new players, especially if you can’t remember all the key bindings. Sadly this function has no default key binding, I think this should change. I think this menu is called “action menu” or something like that. Here is how a part of this looks like:
(http://i.imgur.com/zk7hKYC.png)

And at last, a small tweak to the traits list in the character menu. Mutations which have both positive and negative effects are shown in pink color. Here’s an example with two such mutations:
(http://i.imgur.com/pxKxLkU.png)

There is also another color for a certain kind of trait, but that’s a secret.

(click to show/hide)
Title: Re: Latest experimental features.
Post by: KA101 on April 16, 2014, 04:44:29 AM
Just got Kevin's starting-location code merged.  w00t.
Title: Re: Latest experimental features.
Post by: Pthalocy on April 16, 2014, 05:02:03 AM
WOOT INDEED!

This oughta be fun.
Title: Re: Latest experimental features.
Post by: Slax on April 16, 2014, 06:10:43 AM
Freeze-to-death-outside-a-clone-pod starts, here we come!
Title: Re: Latest experimental features.
Post by: Hibou on April 17, 2014, 12:56:24 AM
Hype x1 added to inventory.
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 25, 2014, 04:15:29 PM
A large area of development recently has been on applying the input manager written by cib to all the menus in the game.  What this means for the player is that it carries your key mappings to all the menus, so no more custom direction keys being overridden on some menus and not others.  it also allows you to remap keys on every single menu of the game.  this isn't 100% done yet, but we're closing in on the last few menus.

illi-kun took my idea of minimal clothing layering and ran with it, which i merged last night.  Now clothes only acquire stacking penalties based on other clothes in the same layer.  This makes a lot more sense, because previously you would get stacking penalties for wearing an ensemble of clothes designed to be worn together, like an undershirt/shirt/coat combination.

John candlebury proposed a mod that disables zombie resurrection, i cleaned it up a bit but i think he still deserves the credit.  As part of that, mods can now use a simple lua filter to modify monster flags when the game is loaded.  cib had it modifying monster stats(fast/slow zombie mods), but flags were a little weird.

csep added code that prevents monsters from getting stuck in a single-file conga line on stairs, they'll now use all the available stairs and even shove each other out of the way.  he also fixed some targeting issues where the obviously wrong enemy was getting targeted by default.
Title: Re: Latest experimental features.
Post by: sektor666 on April 27, 2014, 06:56:38 PM
So wait, does the gradual shift to action menus mean we might be looking at a feasible, playable android port soon-ish?
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 27, 2014, 10:25:35 PM
That is one of the main things that we need to make an android port playable, yes.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on April 28, 2014, 11:54:59 AM
That is one of the main things that we need to make an android port playable, yes.
THAT SOUNDS FANTASTIC! I was wanting a portable C:DDA!
Title: Re: Latest experimental features.
Post by: Obscure on April 28, 2014, 06:03:44 PM
yeeeeeeesssssssss!
Title: Re: Latest experimental features.
Post by: bubbadoo14 on April 28, 2014, 09:49:40 PM
If you guys start making the android port I will be glad to play test it with my tablet. ^_^
Title: Re: Latest experimental features.
Post by: Wuzzy on April 30, 2014, 09:55:39 PM
I think the game has become notably more difficult lately. That’s good.

Now you can’t just jack up a skill by repeating an easy task forever and ever. For example, cooking meat only trains your cooking skill up to 1. From that one, you have to cook more difficult recipes to level up. Nice.

(click to show/hide)

And third thing: Your weapons can get damaged by bashing/attacking over time. So you can’t use your two-by-four forever to bash zombie heads. :)



And also: Proper grammatical number support is in for items and monsters and more. This is a big step for translations, also for English. It is not perfect now. For mod makers and JSON writers:
Items and monsters have a new optional field “name_plural” where the English name has to be specified in plural form. The field “name” is for singular. If you do not specify the field “name_plural”, it is generated automatically by appending an “s”. So if your name is pluralized normally in English, you don’t have to specify “name_plural”.
English is extremely common. Don’t worry, other grammatical numbers found in other languages are respected as well, thanks to gettext. :-)
The modinfo.json accepts a new field “authors”. This is a string array for any number of authors. You still may use “author” and assign it a single string if there is only one author.



Edit: Now I remember again what was the third new difficulty added to the game. Read above.
Title: Re: Latest experimental features.
Post by: Void Space on May 01, 2014, 06:05:46 PM
I can has milestones?
Title: Re: Latest experimental features.
Post by: tikilla on May 02, 2014, 01:07:32 AM
I found a new amoeba like monster lurking around a bunch of dead scientist. Also dead scientist\soldiers are much rare.
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 02, 2014, 03:16:50 AM
Language selection is now applied dynamically, and the option overrides your system settings.
Title: Re: Latest experimental features.
Post by: Slax on May 03, 2014, 10:23:37 AM
What exactly is planned for the next release?
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 03, 2014, 10:38:40 AM
I can't guarantee that I'll answer the same question elsewhere on the forums, but I CAN guarantee that I will NOT answer it here.
This thread has a clearly stated topic, please stop posting off-topic questions, any further off-topic posts will be deleted without notice.

werty contributed a PR that has breech-loaders and revolvers eject casings on reload instead of when firing.

BevapDin made several enhancements to SDL drawing, making fullscreen work better and eliminating some drawing issues.

blockhead tileset added.

(just to be clear, there are tons of bugfixes and refactors happening all the time, but I'm trying to stay focussed on features)
Title: Re: Latest experimental features.
Post by: Dyne on May 04, 2014, 05:15:14 AM
Love the new construction possibilities, helps water management a lot.
Also makes farms an even more feasible base location, due to the water pumps.
Also great we can use simple tin cans for water boiling.

Foraging shrubs can now get you random junk, including minor water containers,
also eggs and mushrooms- so open air survival is easier and more varied.
Title: Re: Latest experimental features.
Post by: Zireael on May 04, 2014, 01:08:37 PM
Wuzzy's color messages code just went in.
Title: Re: Latest experimental features.
Post by: Wuzzy on May 04, 2014, 02:57:05 PM
Yeah, that’s right. I explain what’s about that stuff with the colored messages.
First, here’s a screenshot:
https://i.imgur.com/HfawNIj.png

Short description: Messages have now different colors. Green (roughly) means good events, red for bad events, yellow for warnings, white for neutral messages (nothing good or bad actually happened), pink for events with are partly good and bad towards the player and blue are informational messages (eg. “press X do do Y”).

Note this does not cover effects now, I’ll come to it later.

Here’s the pull request with long description:
https://github.com/CleverRaven/Cataclysm-DDA/pull/7471
Title: Re: Latest experimental features.
Post by: borrisb on May 05, 2014, 03:34:58 AM
(relatively new here, please go easy on me. played a handful of 0.9 games that were really short, and then a really, really long 0.9 game that took me well beyond the 0.A release. Skipped the 0.A stable and went straight to building from source on my mac (build instructions worked like a charm). Please forgive me, or feel free to delete this if I state something that actually isn't new, as I might have just recently noticed it in my ignorance.)

* Using symbols and color codes (like "s:b;") for my map messages is much easier on the eyes than a bunch of flashing yellow Ns.

* Moose are quite aggressive. They scare me more than zombears now.

* The zwolves and zombears have been breaking down my boarded up doors and windows way more frequently than they did in 0.9. I am spending time building real base defenses.

* I enjoy the the semicolon toggle for the construction menu, although I'm not sure how to tell if it is working (as most things are still grayed out for my new character on all both toggles.)

* Not sure when beer making got in, but I just noticed it, and I'm looking forward to using the yeast I just found in game.

[Edit one more, this is one of my favorites, even though this isn't a voting thread.]

* Noticed the color coding for books indicating what can be learned from it (white for nothing, blue for potential recipes and skill increase, yellow if there is no skill increase but there is a recipe to be found). The graying out of the individual recipes that have already been learned from a particular book is a nice touch.
Title: Re: Latest experimental features.
Post by: Ishindri on May 08, 2014, 12:20:23 AM
* Using symbols and color codes (like "s:b;") for my map messages is much easier on the eyes than a bunch of flashing yellow Ns.

To expand on this, prefixing your map notes with a letter followed by a semicolon now allows you to color map notes, like so:

Code: [Select]
B - Blue
b - Light blue
C - Cyan
G - Green
g - Light green
P - Pink
R - Red
r - Light red
W - White

Very nifty!
Title: Re: Latest experimental features.
Post by: borrisb on May 11, 2014, 03:57:23 AM
Not sure when this got in, but I noticed when creating a character, on the same page where I (randomly) name my character, I can hit a key to choose my starting position.

Right now I can choose "House" or "Shelter." Starting in a house has been... umm... troublesome... but fun.
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 12, 2014, 05:23:45 PM
John Candlebury contributed a modified laptop that let's you remotely hack robots.

New enemy:
(click to show/hide)

Vache contributed a system for loading arbitrary multi-tile building specials from JSON.  I expect things to get really interesting in that area now.

BevapDin did some work on trap detection, part of which is making trap detection persistent.  Once you spot that landmine, you never forget it's there.
Title: Re: Latest experimental features.
Post by: CIB on May 13, 2014, 11:07:18 AM
BevapDin did some work on trap detection, part of which is making trap detection persistent.  Once you spot that landmine, you never forget it's there.

... and that's how it's supposed to always have worked. Good thing we got BevapDin.
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 13, 2014, 04:59:58 PM
Once you spot that landmine, you never forget it's there.
... and that's how it's supposed to always have worked. Good thing we got BevapDin.
Do you mean in an ideal sense or what the code was trying to do?  AFAIK the code never even tried to do it, it was just deterministic about the threshold, so for example you could spot a minefield, then get hit with glare and the minefield would vanish.
If you mean in an ideal sense, yea I guess, but you could say the same about every reality-based feature in the game.
Title: Re: Latest experimental features.
Post by: vache on May 13, 2014, 05:27:17 PM
Sounds like something that it makes sense for the forgetful trait to affect.  Not sure how to pull that off easily though.
Title: Re: Latest experimental features.
Post by: Pthalocy on May 14, 2014, 11:10:39 AM
Vache that is both evil and kind of has me agreeing.
Title: Re: Latest experimental features.
Post by: Zaweri Runewright on May 14, 2014, 02:20:14 PM
Of course, Pthalomund. You are evil. We all knew it before you realized.
[/joke]
Hmm.. I wish I could play. Goddammit, I need a motherboard, and then I could play.
Title: Re: Latest experimental features.
Post by: saltmummy626 on May 16, 2014, 11:59:23 PM
I noticed a craft requiring a grenade launcher buttstock. maybe you can take apart guns now?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on May 17, 2014, 01:01:02 AM
I noticed a craft requiring a grenade launcher buttstock. maybe you can take apart guns now?

no, you have to find the buttstock.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on May 17, 2014, 03:34:27 AM
Today I found this illusion from the schizophrenia trait...
(http://i.imgur.com/eHilxdW.png)
I greatly approve of this.
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 17, 2014, 04:27:56 AM
Almost all the hallucinations are actual monsters.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: KA101 on May 17, 2014, 04:49:30 AM
Today I found this illusion from the schizophrenia trait...
(http://i.imgur.com/eHilxdW.png)
I greatly approve of this.

Been around a LONG time now.  ;-)
Title: Re: Latest experimental features.
Post by: bubbadoo14 on May 17, 2014, 05:00:12 AM
Today I found this illusion from the schizophrenia trait...
(http://i.imgur.com/eHilxdW.png)
I greatly approve of this.

Been around a LONG time now.  ;-)
Oh seriously? My bad.
Title: Re: Latest experimental features.
Post by: saltmummy626 on May 19, 2014, 07:21:50 AM
almost certainly something from one of the older experimental builds, but zougar. really!? as if regular cougars weren't already a massive hassle? XD
Title: Re: Latest experimental features.
Post by: noname1208 on May 19, 2014, 03:33:47 PM
That and Zears maybe Zooses

Zombear* actually
Title: Re: Latest experimental features.
Post by: borrisb on May 21, 2014, 05:51:16 AM
It is summer day 14 in my current world, but did the visible radius [EDIT: at night] get increased a bit in recent checkins?
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 21, 2014, 06:25:57 AM
Probably your friendly neighborhood high-albedo satellite*.

*The moon.
Title: Re: Latest experimental features.
Post by: Ishindri on May 21, 2014, 04:31:59 PM
Just yesterday, Rivet added the basics of cotton industry and crafting: Cotton seeds, cotton farming, cotton bolls, carding paddles, cotton cleaning, cotton balls, distaves and spindles, cotton spinning, knitting needles, and knitting.  Looks like a great jumping off point for new recipes.

https://github.com/CleverRaven/Cataclysm-DDA/pull/7704 (https://github.com/CleverRaven/Cataclysm-DDA/pull/7704)
Title: Re: Latest experimental features.
Post by: Lost on May 21, 2014, 04:36:55 PM
That sounds like it could affect something in the game on a full and/or new moon. Werewolves? Dracula? Lunar Cry (https://www.youtube.com/watch?v=UNg7pwqIVf4)?
Title: Re: Latest experimental features.
Post by: borrisb on May 27, 2014, 02:44:52 PM
Just yesterday, Rivet added the basics of cotton industry and crafting: Cotton seeds, cotton farming, cotton bolls, carding paddles, cotton cleaning, cotton balls, distaves and spindles, cotton spinning, knitting needles, and knitting.  Looks like a great jumping off point for new recipes.

https://github.com/CleverRaven/Cataclysm-DDA/pull/7704 (https://github.com/CleverRaven/Cataclysm-DDA/pull/7704)

I don't get on the forums very much. I noticed this in my git log when it happened, and it got me curious. I'm not much into simplistic discussions about how easy/hard a game is, because it can oddly be both. Things like this increase how immersive Cataclysm is for me, and that's what I most want.

tl;dr

Is tailoring getting a more stepwise upgrade instead of the usual rags/leather + needle = viola cargo pants for the win?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on May 28, 2014, 12:41:57 AM
Yes. Massively.
Title: Re: Latest experimental features.
Post by: sovietspyder on May 30, 2014, 07:17:06 PM
Soo.. My now perforated corpse of a character discovered that giant black widows now live in basements. Joy.
Title: Re: Latest experimental features.
Post by: Jaso11111 on May 30, 2014, 11:26:31 PM
"undefined-s
A strange shimmering...nothing. You think it wants to be a ."

The hell?
Good think i decided to save before i used it. Half the it crashes my game and the other half it says it dosent have enough charge. Is this a bug?
Title: Re: Latest experimental features.
Post by: KA101 on May 30, 2014, 11:32:02 PM
"undefined-s
A strange shimmering...nothing. You think it wants to be a ."

The hell?
Good think i decided to save before i used it. Half the it crashes my game and the other half it says it dosent have enough charge. Is this a bug?

This latest feature clearly gets people's attention when Stuff doesn't spawn properly.  If you'd post the details over in the Garage, we'd be much obliged.  (Because yes, any time these appear, that's a Bug.)
Title: Re: Latest experimental features.
Post by: Jaso11111 on May 30, 2014, 11:40:40 PM
"undefined-s
A strange shimmering...nothing. You think it wants to be a ."

The hell?
Good think i decided to save before i used it. Half the it crashes my game and the other half it says it dosent have enough charge. Is this a bug?

This latest feature clearly gets people's attention when Stuff doesn't spawn properly.  If you'd post the details over in the Garage, we'd be much obliged.  (Because yes, any time these appear, that's a Bug.)
K i will.
Title: Re: Latest experimental features.
Post by: kilozombie on May 31, 2014, 12:16:22 AM
"undefined-s
A strange shimmering...nothing. You think it wants to be a ."

The hell?
Good think i decided to save before i used it. Half the it crashes my game and the other half it says it dosent have enough charge. Is this a bug?

This latest feature clearly gets people's attention when Stuff doesn't spawn properly.  If you'd post the details over in the Garage, we'd be much obliged.  (Because yes, any time these appear, that's a Bug.)

Please do add this to the description, and if you won't, I'll submit a PR.

Say, like, "This isn't supposed to happen! This isn't right! Submit a bug report to The Garage in the forums if you find one of these."
Title: Re: Latest experimental features.
Post by: Murphy on May 31, 2014, 05:29:30 PM
You can repair and reinforce almost everything now and there is a repair kit for some materials that previously weren't repairable (wood and chitin). It uses duct tape.

Probably not intentional but I can use soldering iron and plastic chunks to repair those damaged MRE packs before disassembling them, lest I fail to recover crackers and chewing gum :)

Also, you can no longer practice skill to the stratosphere by continuously using a simple level 0 recipe. I really enjoyed the challenge of bringing my fabrication and tailoring to 7 so I could craft a full suit of survivor gear. Had the savant disadvantage too, I always take it 'cause I like my character to build up power very slowly. It's still possible without books if you choose your options carefully ;)
Title: Re: Latest experimental features.
Post by: Rivet on June 02, 2014, 01:51:49 AM
You can repair and reinforce almost everything now and there is a repair kit for some materials that previously weren't repairable (wood and chitin). It uses duct tape.

There's also a toolkit that serves the same purpose, but more efficiently and it also contains tools for most every purpose. A bit bulky, though.

Probably not intentional but I can use soldering iron and plastic chunks to repair those damaged MRE packs before disassembling them, lest I fail to recover crackers and chewing gum :)

Yeah that's not really an intended use. Hooray for emergent gameplay!

Also, you can no longer practice skill to the stratosphere by continuously using a simple level 0 recipe. I really enjoyed the challenge of bringing my fabrication and tailoring to 7 so I could craft a full suit of survivor gear. Had the savant disadvantage too, I always take it 'cause I like my character to build up power very slowly. It's still possible without books if you choose your options carefully ;)

I'm glad that you've found the effort to craft yourself some survivor gear to be worth it. Things like resource/skill heavy recipes provide player-originated 'quests' and goals for the player, and I'm glad to hear that they're working as intended.
Title: Re: Latest experimental features.
Post by: latogato on June 02, 2014, 05:45:48 PM
In the new experimental build the armor protection values are visibly halved.

In 0.8 there was an invisible division by 6 when the game calculated with the protection values. After 0.8  the code was changed and the divide part was removed. That made the armors overpowered.

I think halved values are still too good, because a brute barely can hit through a light survivor suit, but is a good start.
Title: Re: Latest experimental features.
Post by: Wayne on June 04, 2014, 07:11:52 AM
Probably not anything meaningful to ask, and I'm probably missing out on something, but fuck this curiosity of mine, man.

Is there a development roadmap somewhere? I have a really bad feeling that I've asked this before and forgot the answer completely.
Title: Re: Latest experimental features.
Post by: KA101 on June 05, 2014, 12:06:16 AM
Probably not anything meaningful to ask, and I'm probably missing out on something, but fuck this curiosity of mine, man.

Is there a development roadmap somewhere? I have a really bad feeling that I've asked this before and forgot the answer completely.

Development outline maybe? (http://smf.cataclysmdda.com/index.php?topic=5559.0)

Editing to be on-topic: I'm kinda partial to the upgraded turrets, myself.
Title: Re: Latest experimental features.
Post by: Womble on June 11, 2014, 03:54:14 AM
Just started playing the Experimental, and I like it a lot.

It certainly feels a lot harder at the start, although part of that would be complacency from successes with Kaufman.  Hordes hurt a lot, and having one move over where your character has shacked up for the night is especially unnerving.  I eventually dialed the spawns back to the default after the game killed me a few times.

The new scavenging possibilities in the Forests help counteract this, as you can pull bird and reptile eggs (which have some safe-to-consume Quench value as well as Nutrition) from the undergrowth while searching for a place to boil water.  And there are a host of new sites to try hiding in, including Offices and Wildlife Management centres.

Also Toxic Waste Sarcophagi, but I don't recommend hiding out in one of those!
Title: Re: Latest experimental features.
Post by: saltmummy626 on June 11, 2014, 09:06:59 PM
reinforced skeletons are frightening. I thought it was a regular skeleton until I killed it, with some difficulty, and searched its body. it managed to inflict three bleeding wounds before being brought down and really didn't take a lot of damage from small arms fire. once it was pulped, its body turned back into a regular skeleton.
Title: Re: Latest experimental features.
Post by: Murphy on June 12, 2014, 02:58:38 PM
RM13 armor is nerfed! It eats plutonium almost seven times faster now!

Not that this wasn't due for a long time... full environmental protection, all possible gadgets, quiet movement AND low power consumption? Too good.

Though since my current char has Disorganized trait, I guess I'll still have to switch to something with less encumbrance and more storage. Unpowered RM13 + duffel bag = sad me. Plus this frees my plutonium cells for something else, like mininuke manufacturing :)
Title: Re: Latest experimental features.
Post by: Kevin Granade on June 12, 2014, 04:27:05 PM
Overhauled blocking effectiveness.  Now str, melee skill, and weapon blocking ability equally contribute to how much damage is absorbed/deflected when you block an attack, and it displays a message indicating how much of the damage was deflected instead of just that you blocked.
Title: Re: Latest experimental features.
Post by: Womble on June 12, 2014, 11:10:58 PM
Between my characters getting over-run by zombies and them escaping only to fall victim to gangrene, I've seen signs of a vehicle sound system and... Compact Discs!?  Don't get me wrong, I like the implications, but we don't use casette tapes today and I doubt that CDs will last to the 2040s.  USB drives would be more of a "black box" (i.e. there's no need to explain exactly how the storage medium works, just that it's a flash drive that you plug into your electronics).
Title: Re: Latest experimental features.
Post by: Murphy on June 13, 2014, 06:56:13 AM
Yeah, one more type of content for USB drives would be better than CDs :)
Title: Re: Latest experimental features.
Post by: EditorRUS on June 13, 2014, 10:35:49 AM
Quote
RM13 armor is nerfed! It eats plutonium almost seven times faster now!

Don't forget:
RM13 (off) - Bash:Cut = 08:16
RM13 (on) - Bash:Cut = 16:40
Title: Re: Latest experimental features.
Post by: Slax on June 15, 2014, 01:09:34 PM
Being able to disable Rivtech stuff makes me happy.
Title: Re: Latest experimental features.
Post by: Bonevomit on June 17, 2014, 10:56:42 PM
Hey I was just playing and I noticed that the automatic notes that show stairs and stuff have been switched off by default.

How come? It was a pretty useful feature.
Title: Re: Latest experimental features.
Post by: KA101 on June 17, 2014, 11:17:10 PM
Hey I was just playing and I noticed that the automatic notes that show stairs and stuff have been switched off by default.

How come? It was a pretty useful feature.

Folks who play in large towns (basements) got lots and lots of flashy-map and complained.  Kevin did too, so that change went through pretty quick.
Title: Re: Latest experimental features.
Post by: Bonevomit on June 17, 2014, 11:37:12 PM
I guess that makes sense, I usually don't have big towns, so it wasn't an issue for me.
Title: Re: Latest experimental features.
Post by: Womble on June 20, 2014, 01:02:58 AM
I like that I can now paint the walls and lay down carpet.  Now I just need to find some paint and carpet. :)

Admittedly, the new skill system hasn't been kind to Metal Doors. :'(
Title: Re: Latest experimental features.
Post by: KA101 on June 20, 2014, 02:14:26 AM
I just merged some rollerblades (https://github.com/CleverRaven/Cataclysm-DDA/pull/8013).  When properly fitted, they double movement speed on flat terrain but make non-flat terrain take half again as much time.  Just be careful dodging with 'em on, OK?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on June 20, 2014, 02:23:33 AM
I just merged some rollerblades (https://github.com/CleverRaven/Cataclysm-DDA/pull/8013).  When properly fitted, they double movement speed on flat terrain but make non-flat terrain take half again as much time.  Just be careful dodging with 'em on, OK?

...KITO WILL DODGE WITH ROLLERBLADES ON
Title: Re: Latest experimental features.
Post by: Pthalocy on June 20, 2014, 10:21:18 PM
I'm noticing floating text comes out of me and my enemies when we hit each other, notifying us of damage done and clothes harmed. Really cool, adds a nice dynamic touch.

...I am looking forward to finding some of these roller blades. :D
Title: Re: Latest experimental features.
Post by: Hague on June 22, 2014, 10:47:55 PM
Whomever added the gold dental grill, you're my hero.

Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on June 22, 2014, 10:49:08 PM
There's a diamond one as well.
Title: Re: Latest experimental features.
Post by: Slax on June 25, 2014, 09:08:08 PM
Oooohhmmmm...

We're almost up to revision numba 1700.
HOLLA!
Title: Re: Latest experimental features.
Post by: bubbadoo14 on June 26, 2014, 06:56:09 AM
Oooohhmmmm...

We're almost up to revision numba 1700.
HOLLA!
spoilered obnoxious gif -kevin
(click to show/hide)

EDIT: Sorry I hadn't looked at this thread in awhile, thanks kevin for spoiling my picture.
Title: Re: Latest experimental features.
Post by: Zireael on June 26, 2014, 08:57:20 AM
Bubba, can you remove the gif or spoiler it? It's making me motion-sick.
Title: Re: Latest experimental features.
Post by: KA101 on June 26, 2014, 10:04:31 AM
Bubba, can you remove the gif or spoiler it? It's making me motion-sick.

Thanks for that.  It's enough to trigger photosensitive seizures, I'd imagine, so spoiler with a flashing/epilepsy warning would be very appreciated.
Title: Re: Latest experimental features.
Post by: Womble on June 26, 2014, 12:16:27 PM
I just merged some rollerblades (https://github.com/CleverRaven/Cataclysm-DDA/pull/8013).  When properly fitted, they double movement speed on flat terrain but make non-flat terrain take half again as much time.  Just be careful dodging with 'em on, OK?

Having tried them out, I love the rollerblades and will wear nothing else (unless there are "survivor skates" to make).  They might actually make the game too easy as cotton sewables - maybe total plastic would be more balanced?
Title: Re: Latest experimental features.
Post by: Slax on June 26, 2014, 02:15:06 PM
"Fighting on wheels is hard!"
INDEED D:
Title: Re: Latest experimental features.
Post by: KA101 on June 26, 2014, 10:17:20 PM
I just merged some rollerblades (https://github.com/CleverRaven/Cataclysm-DDA/pull/8013).  When properly fitted, they double movement speed on flat terrain but make non-flat terrain take half again as much time.  Just be careful dodging with 'em on, OK?

Having tried them out, I love the rollerblades and will wear nothing else (unless there are "survivor skates" to make).  They might actually make the game too easy as cotton sewables - maybe total plastic would be more balanced?

One thing we should do is make a separate terrain-tracker for 100-move-cost terrain that's not grass or dirt.  Rollerblades currently work just as well on turf as they do on tarmac, and that's probably unrealistic.

KA101 has never been able to skate effectively IRL.  Ice, wheels, board, boots, wev.
Title: Re: Latest experimental features.
Post by: Nighthawk on June 28, 2014, 04:01:14 PM
You might also think about reducing the speed bonus. Twice the speed seems a little extreme to me for one item, even when it has drawbacks.
Title: Re: Latest experimental features.
Post by: KA101 on June 28, 2014, 05:31:08 PM
You might also think about reducing the speed bonus. Twice the speed seems a little extreme to me for one item, even when it has drawbacks.

True, though I can jog IRL faster than I do in DDA so it's a wash IMO.  Check again, now that we've got more realistic terrain-handling, and see what you think!
Title: Re: Latest experimental features.
Post by: Slax on June 28, 2014, 10:27:55 PM
Vibrator, good feeling.
That is all.
Title: Re: Latest experimental features.
Post by: Kevin Granade on June 29, 2014, 02:59:36 AM
RC cars, with RC explosives strapped to them.
http://www.youtube.com/watch?v=E2956Z3Y0ww
Title: Re: Latest experimental features.
Post by: Slax on June 29, 2014, 03:15:38 AM
Ha! That's adorable.
Title: Re: Latest experimental features.
Post by: stk2008 on June 29, 2014, 02:00:42 PM
Wow Rc car :O

All so I LOL when I see vibrator LOL
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on June 29, 2014, 09:26:22 PM
So activating a lighter now is like actually lighting a lighter, giving you light and then you have to activate it again to light something.

I had a lit lighter in my pocket and I was wondering why MY NIGHT RAIDS WERE NOT WORKING BLEH
Title: Re: Latest experimental features.
Post by: KA101 on June 29, 2014, 10:35:52 PM
So activating a lighter now is like actually lighting a lighter, giving you light and then you have to activate it again to light something.

I had a lit lighter in my pocket and I was wondering why MY NIGHT RAIDS WERE NOT WORKING BLEH

The refillable kicks in as needed (firestarting/using drugs) if you don't light it.  Just doesn't throw light and can't be thrown as a flaming shot.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on June 29, 2014, 10:43:27 PM
Well, it was a refillable, and I've never used a refillable lighter before because it just seemed so... inferior to a regular lighter.
Title: Re: Latest experimental features.
Post by: KA101 on June 29, 2014, 10:59:05 PM
Well, it was a refillable, and I've never used a refillable lighter before because it just seemed so... inferior to a regular lighter.

Half the capacity, yeah.  I'm from Pennsylvania and the Zippo museum/plant is in Bradford, so I'm irrationally fond of 'em.  ;-)

(How can you not love the guarantee?  Send 'em your nonfunctioning Zippo and they'll repair or replace.  No matter what happened to it.  Examples: ran over by airplane, chewed up by cocker spaniel, "it got mixed in with a 10,000 ton press and will no longer serve me efficiently".)
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on June 29, 2014, 11:04:57 PM
Half the capacity, yeah.  I'm from Pennsylvania and the Zippo museum/plant is in Bradford, so I'm irrationally fond of 'em.  ;-)

(How can you not love the guarantee?  Send 'em your nonfunctioning Zippo and they'll repair or replace.  No matter what happened to it.  Examples: ran over by airplane, chewed up by cocker spaniel, "it got mixed in with a 10,000 ton press and will no longer serve me efficiently".)

Now I want a Zippo. :l
Title: Re: Latest experimental features.
Post by: Kevin Granade on June 30, 2014, 01:25:05 AM
It's like the Craftsman™ warranty, I knew a guy in AL that made pretty decent money returning Craftsman hand tools he found on the side of the road, and selling the replacements.
Title: Re: Latest experimental features.
Post by: stk2008 on June 30, 2014, 08:21:11 AM
Yeah zippos are very good I own a few.

As said I could intentionally run it over

Send it in they will repair or replace if none fixable.

Not just that there decent in windy conditions.
Umm

Your lighter fails to light its to windy.

Implement that into game :) gives zippos an edge in being used :)
Title: Re: Latest experimental features.
Post by: KA101 on June 30, 2014, 10:14:08 PM
Yeah zippos are very good I own a few.

As said I could intentionally run it over

Send it in they will repair or replace if none fixable.

Not just that there decent in windy conditions.
Umm

Your lighter fails to light its to windy.

Implement that into game :) gives zippos an edge in being used :)

There is a weather rework in progress, but I'm not sure whether modeling wind'll make it in.  Realistic current-work tends to be EXPENSIVE IIRC.
Title: Re: Latest experimental features.
Post by: stk2008 on June 30, 2014, 11:10:33 PM
Hi

And cool look forward to it tbh I look forward to every update really appreciate the dedication you all have for this

Thanks
Title: Re: Latest experimental features.
Post by: 123456789 on July 01, 2014, 06:51:27 AM
Armor seems much less effective, archery seems a lot less OP from last time I played, the zombie AI seems to be a bit smarter and seem to circle around you more instead of running at you in a straight line, they also seem to avoid stepping into bushes, so its a good bit harder to use terrain to kill them, especially when there's more than one. Overall the game seems to have become a bit more difficult, which is good. Can start in a house or a evac center now. The colored messages and combat improvements are a HUGE difference. I never knew I wanted them but now that i've experienced it I doubt I could ever play without them.

You have to actually look in books to find out what their contents are, so the days of entering a library and immediately knowing whats inside of every book and how it improves your skills are gone, although I know most books by heart now. On a similar note, reading a book in shady lightning is still possible, but slower.
 
New buildings: Fitness gym, boxing gym, home improvement store, antique store, and arcade.
Title: Re: Latest experimental features.
Post by: Slax on July 01, 2014, 04:15:08 PM
Found a bullwhip. It's... the best.
"Stay back, ya bastards! HIYAAAH!"

...and then I accurized it with a sewing kit. HELL YEAH.
Title: Re: Latest experimental features.
Post by: Womble on July 04, 2014, 02:01:36 AM
I looked at that bullwhip and decided against it.  Was there something I missed other than BULL. WHIP.?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on July 04, 2014, 02:28:57 AM
It's a bullwhip. You know, the one like Indiana Jones uses.
Title: Re: Latest experimental features.
Post by: Womble on July 04, 2014, 02:30:23 AM
Yeah, I know it's cool.  I just don't think it's effective.

(Aside: Snakes have never given me any trouble in Cataclysm.  They're one of the few animals I feel a bit bad for killing.)
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on July 04, 2014, 02:31:15 AM
Wha- I killed a zombie in 3-4 hits with it!
Title: Re: Latest experimental features.
Post by: Womble on July 04, 2014, 02:35:35 AM
3-4 hits?  That's not bad... I might give it a try.  The bolt thrower's taking up too much of my weight allowance anyway.
Title: Re: Latest experimental features.
Post by: Slax on July 04, 2014, 02:51:08 AM
It's a quick ranged weapon with unlimited ammo, range of 3 (or was it 4?) and it utilizes the melee skill. What's not to like?!
Title: Re: Latest experimental features.
Post by: thedemondude1 on July 04, 2014, 04:46:24 AM
Ah-em I saw a music option but no music :( but then again every time i went to start a game it crashed when i went to profesions
Title: Re: Latest experimental features.
Post by: bubbadoo14 on July 04, 2014, 05:05:06 AM
Ah-em I saw a music option but no music :( but then again every time i went to start a game it crashed when i went to profesions
That's not a feature that's a bug, you should go report that to the bug section of the forums.
Title: Re: Latest experimental features.
Post by: Womble on July 07, 2014, 07:44:57 AM
I'm not 100% sure it's the experimental, but I think this is new content.  I broke into a fortified house (boarded up windows & locked doors), got to the main room which had a few beds in the middle, a kitchen area with a fireplace and cupboards containing canned goods, racks of firearms on another wall.  Inside were 4 Zs.  Two survivors.  One child.  A necromancer.  Felt right putting 'em to rest and chopping up the bodies so they wouldn't rise no more, but that didn't outweigh the bad feeling from the scene.  No, the only thing that could wipe that away was getting shot in the head by one of those upgraded turrets...
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on July 07, 2014, 07:59:51 AM
Those kinds of houses hwve been around for a while now.
Title: Re: Latest experimental features.
Post by: Womble on July 07, 2014, 08:16:21 AM
OK.  Creeped me out enough to share, anyway - and getting killed by a turret shot through a heavy survivor helmet and duralloy plating is still novel. :P
Title: Re: Latest experimental features.
Post by: bubbadoo14 on July 07, 2014, 12:48:15 PM
Ok so I recently got around to extracting a semi-recent (like a few days old) experimental version and I noticed while it was extracting there was a file called dreams, does that mean that survivors can have like dream adventures? That would be pretty cool.

Also mod called experimental Z-Level buildings, can't wait to see them! :D

Edit: Almost forgot to add some stuff, it looks like there is some new professions and some existing ones changed. For example the shower victim now starts with a towel and soap instead of nothing and the description was changed to accommodate that (With a Hitchhikers Guide to the Universe reference, fits with the towels actual description too.).
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 07, 2014, 04:38:28 PM
No dream adventures I'm afraid, just reports you having dreams sometimes when you sleep.
Title: Re: Latest experimental features.
Post by: Slax on July 07, 2014, 05:01:56 PM
Hehe, finding a book on lucid dreaming and then having a lucid dream or two would be neat.
From what I can tell, dreams show up whenever you've started mutating.
Title: Re: Latest experimental features.
Post by: KA101 on July 07, 2014, 11:39:17 PM
Hehe, finding a book on lucid dreaming and then having a lucid dream or two would be neat.
From what I can tell, dreams show up whenever you've started mutating.

Correct.  That's how you know your leading mutation-category and roughly how strong it is.

And as a matter of fact, there was a change not too long ago: I wrote up a fourth stage for after you've breached the threshold.
Title: Re: Latest experimental features.
Post by: Jarlaxle on July 08, 2014, 01:05:08 AM
 Something I found interesting was a cigarette butt. Haven't actually tried it yet but apparently you can take a couple of them with some rolling papers and make ANOTHER cigarette. It's the little things.
 I'm liking the new (to me) build.
Title: Re: Latest experimental features.
Post by: Pthalocy on July 08, 2014, 08:29:30 AM
Well, it was a refillable, and I've never used a refillable lighter before because it just seemed so... inferior to a regular lighter.

Half the capacity, yeah.  I'm from Pennsylvania and the Zippo museum/plant is in Bradford, so I'm irrationally fond of 'em.  ;-)

(How can you not love the guarantee?  Send 'em your nonfunctioning Zippo and they'll repair or replace.  No matter what happened to it.  Examples: ran over by airplane, chewed up by cocker spaniel, "it got mixed in with a 10,000 ton press and will no longer serve me efficiently".)

Wait, they do that?

That's the best irl feature I have discovered! ...I should play cata again, now that my life is a bit closer to normal again. Last I recall, cigarettes actually stayed lit in my mouth and left tasty harmless smoke. I'd been wondering if they make me easier to spot in the dead of night, but I've also not been able to run around in CATA enough to really know!
Title: Re: Latest experimental features.
Post by: Keyreper on July 09, 2014, 05:03:43 AM
i didn't really know where else to ask about this, but is there any rough eta on the week of release of the new version?
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 09, 2014, 04:18:01 PM
We're burning down the the list of bugs, I'd estimate 3-4 weeks from now.
Title: Re: Latest experimental features.
Post by: Vanigo on July 10, 2014, 01:59:25 AM
Are saves going to be compatible?
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 10, 2014, 02:04:31 AM
yes.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on July 10, 2014, 06:28:03 AM
We're burning down the the list of bugs, I'd estimate 3-4 weeks from now.
Woo I am excited!
Title: Re: Latest experimental features.
Post by: infectedmochi on July 10, 2014, 07:28:40 AM
Not just Shower Victim, any profession can choose between spawning in a random house or a evac shelter.
Title: Re: Latest experimental features.
Post by: Dions on July 10, 2014, 07:40:02 AM
Hype for holster mechanics because i have no life. Could this be the first signs of backpacks acting like containers so i can have different kits in different bags and leave stashes easily?
Title: Re: Latest experimental features.
Post by: Jarlaxle on July 10, 2014, 07:44:10 AM
Not just Shower Victim, any profession can choose between spawning in a random house or a evac shelter.

 Whoops, removed my comment before I seen yours. Pretty sweet option I didn't know was there.
Title: Re: Latest experimental features.
Post by: qurvax on July 10, 2014, 04:36:19 PM
Heh. It's brings some memories.
http://smf.cataclysmdda.com/index.php?topic=74.0

nice to see the game going in the right (im my point of view) direction! :) Maybe ammo magazines/belts/whatever and proper reload mechanics will be added some day too?
Title: Re: Latest experimental features.
Post by: KA101 on July 17, 2014, 05:15:52 AM
Hey, Efimero's weather overhaul (https://github.com/CleverRaven/Cataclysm-DDA/pull/8218) just landed!

Highlights:
Temperatures suitable for New England weather (be aware! March can get below freezing at night, so prioritize warm sleeping gear!)
Weather that ought to fit atmospheric noise-patterns, so it's vaguely predictable
Funnel rework, so they ought to gather rain properly

Side effects:
Acid precip removed for the time being.  It'll be back, but based on locale (worse the closer you get to portals, etc) rather than global.

Obviously, we'd love to hear feedback from longer-running games on this one.  We the devs can only test so long, so as spring turns to summer, and summer to autumn, let us know what you think!
Title: Re: Latest experimental features.
Post by: LazyCat-rus on July 18, 2014, 05:50:27 PM
We're burning down the the list of bugs, I'd estimate 3-4 weeks from now.
Can you post here when in 3-4 days before release. I am working on debian packaging and it's on half-way. Right now i am too busy for coding. but i really really really want finish that before release.
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 19, 2014, 03:04:58 AM
Glad to hear it, that's cool enough that I'll delay the release until it's done if necessary.
Title: Re: Latest experimental features.
Post by: CarrierPrimoris on July 23, 2014, 10:57:21 PM
I most certainly approve of the reworked weather. The first day found me frantically developing my tailoring skill before the night's chill consumed me. Marvelous!

I love the idea of otherworldly features being the loci to strange weather. Perhaps fungal spires could host sporefalls at some point; have your respirators ready (particularly if you happen to be asthmatic)!

This should likely belong in a request thread, but it just occurred to me. How does CDC warning posters strike people? They could act like fliers, requiring examination to read the specifics. Some would be whole, while some could be vandalized. Perhaps they could even give some good advice occasionally, like dealing with parasites or teaching a minor recipe. There could be an NPC quest that involves finding undamaged examples for a collector.

My apologies for that tangent.
Title: Re: Latest experimental features.
Post by: Pip on July 26, 2014, 02:53:12 PM
Wait soooo O.A non experimental saves will be compatible with the new release or experimental saves will be? Sorry for my noobish curiosity
Title: Re: Latest experimental features.
Post by: KA101 on July 26, 2014, 03:46:24 PM
Wait soooo O.A non experimental saves will be compatible with the new release or experimental saves will be? Sorry for my noobish curiosity

Experimentals almost certainly will be, stable 0.A probably will. We do our best to preserve compatibility.  If we break compatibility, we'll let people know about it.
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 26, 2014, 05:15:53 PM
Latest cool feature, surgically remove a zombie's ability to attack you while it's downed, then when it revives it follows you around, but can't attack.  Throw a backpack on that sucker.
Title: Re: Latest experimental features.
Post by: Pip on July 27, 2014, 01:15:05 PM
 Found a bandit cabin just now .... was met by a "friendly" bandit who greeted me with his double barrel ...
Title: Re: Latest experimental features.
Post by: Sentientdeth on July 27, 2014, 10:06:48 PM
Learned the combat style "Brawling" from punching a bunch of z's dead.
Title: Re: Latest experimental features.
Post by: KA101 on July 27, 2014, 11:00:41 PM
Learned the combat style "Brawling" from punching a bunch of z's dead.

Brawling's been around for a little bit, but I gave it some specials last week.  Hoping they help you out!
Title: Re: Latest experimental features.
Post by: KA101 on July 28, 2014, 03:49:54 AM
Doubleposting for having merged Acidia's latest: a collection of NPC tweaks, primarily tightening up the barter system.  That should put an end to cycling gear back/forth for a profit (unless you've barter 10 or so, and at that point, you've probably got better things to trade for).
Title: Re: Latest experimental features.
Post by: kilozombie on July 28, 2014, 06:02:20 AM
At Barter 10, I have this mental image of PC staring at the trader holding a flower bud, saying, "Yeah, I bought this from you for $100. Don't you remember?" before handing it over as the trader almost brainlessly shoves $110 in his direction.
Title: Re: Latest experimental features.
Post by: KA101 on July 29, 2014, 02:50:34 AM
From the Jenkins you hear a ding! (https://github.com/CleverRaven/Cataclysm-DDA/pull/8339)
Title: Re: Latest experimental features.
Post by: detahramet on July 31, 2014, 05:55:27 AM
Latest cool feature, surgically remove a zombie's ability to attack you while it's downed, then when it revives it follows you around, but can't attack.  Throw a backpack on that sucker.
Kevin, if i liked men and wasn't already devoted to someone, I would give you the sloppiest blowjob ever for this.
Title: Re: Latest experimental features.
Post by: KA101 on July 31, 2014, 06:44:11 AM
Latest cool feature, surgically remove a zombie's ability to attack you while it's downed, then when it revives it follows you around, but can't attack.  Throw a backpack on that sucker.
Kevin, if i liked men and wasn't already devoted to someone, I would give you the sloppiest blowjob ever for this.

That would be HuXTUS you're hypothetically fellating there.

There's a Big Tent (https://github.com/CleverRaven/Cataclysm-DDA/pull/8377) and crafting recipes can now create useful byproducts (https://github.com/CleverRaven/Cataclysm-DDA/pull/8382).  Careful with zeds, though, as some of 'em now wait to rez until you're Too Close (https://github.com/CleverRaven/Cataclysm-DDA/pull/8371).
Title: Re: Latest experimental features.
Post by: JazzGuru on July 31, 2014, 07:56:09 PM
Not sure if anything has been done to the map generation in the latest experimentals, but just lately I seem to be getting really awesome starts!  I prefer to be away from any sizeable towns (my town size is set to 3) and in the game I started today, the Evac Shelter had a tiny town with 2 houses, a fire station (which is now my base) and a clothing store nearby.  To the west of this is a farm, and there is a FEMA Camp far to the NW, along with another Evac Shelter.  Awesome!!!

Also, not sure how long they've been in, but I encountered my first Survivor Zombie yesterday!  It took me a while to kill him with my Combat Knife, after leading him into a bush... ;)
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on July 31, 2014, 08:15:54 PM
It's called RNG being nice. Don't dwell on it.
Title: Re: Latest experimental features.
Post by: Snaaty on July 31, 2014, 09:58:36 PM
I'm not sure, if this is really a recent experimental feature, but I encoutered it, and it was awesome:

Survivor Camps.

Plenty of quests, pretty decent interactions with NPCs.
Unfortunately my adventurer died shortly after, but I did notice, that most of the quest goals where really far away, so I had to scroll for some time on the big map. Maybe that can be reduced a bit.

So, even if it's an old hat, I reallylike this feature, it just feels right. Keep up the good work.
Title: Re: Latest experimental features.
Post by: KA101 on August 01, 2014, 03:13:41 AM
I'm not sure, if this is really a recent experimental feature, but I encoutered it, and it was awesome:

Survivor Camps.

Plenty of quests, pretty decent interactions with NPCs.
Unfortunately my adventurer died shortly after, but I did notice, that most of the quest goals where really far away, so I had to scroll for some time on the big map. Maybe that can be reduced a bit.

So, even if it's an old hat, I reallylike this feature, it just feels right. Keep up the good work.

Fairly new, actually.  Acidia's been going at it for some time now, and I'm glad you like xyr work too.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 01, 2014, 06:04:28 AM
Oh god, does bloated zombies actually explode with the blood splatter and tainted meat chunks around it? Because I think it does.
Title: Re: Latest experimental features.
Post by: KA101 on August 01, 2014, 06:11:00 AM
Oh god, does bloated zombies actually explode with the blood splatter and tainted meat chunks around it? Because I think it does.

Nope, just toxic gas.  Didn't even damage adjacent corpses when I tested.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 01, 2014, 06:13:06 AM
Really? I shot a bloated and the surrounding area with filled with blood and tainted meat. Lemme post an image...
Title: Re: Latest experimental features.
Post by: KA101 on August 01, 2014, 06:15:45 AM
Really? I shot a bloated and the surrounding area with filled with blood and tainted meat. Lemme post an image...

Might have gibbed the poor thing, but that's not exclusive to bloated zeds.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 01, 2014, 06:20:55 AM
Ka... They do indeed blow up in blood. Are you somehow behind?
(http://i.imgur.com/HRw6Wlo.jpg)
Title: Re: Latest experimental features.
Post by: KA101 on August 01, 2014, 06:48:59 AM
Ka... They do indeed blow up in blood. Are you somehow behind?
(http://i.imgur.com/HRw6Wlo.jpg)

No, as I said, you're gibbing it--probably has a low threshold.  Try using .22 rat-shot or other small-game ammo, and it'll just pop into gas.

KA101, being a core dev, is unlikely to be behind
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 01, 2014, 07:13:06 AM
Mmm. But I was shooting bloaters a few versions ago, doing the exact same damage, and they were just exploding jnto gas without blood. Wevs.
Title: Re: Latest experimental features.
Post by: Zireael on August 01, 2014, 01:53:09 PM
Some great stuff getting done in the experimentals.

A larger tent, for instance.

P.S. Any word on when 0.B will be out?
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 01, 2014, 04:13:00 PM
On github there's a milestone tab, we'll have an open milestone if we're even thinking about a release, and the number of open issues associated with the milestone tells you how far from release we are.  (ignore the date, this is for fun, we don't do deadlines)
Title: Re: Latest experimental features.
Post by: Murphy on August 02, 2014, 09:08:53 AM
At the risk of sounding unappreciative... what is the large tent for?
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 02, 2014, 09:13:56 AM
Sleeping in?  What else would it be for?
Title: Re: Latest experimental features.
Post by: KA101 on August 02, 2014, 10:27:51 AM
At the risk of sounding unappreciative... what is the large tent for?

I imagine having a rainproof shelter that's not barely big enough to squeeze your rollmat in and lie down?  I thought the small one felt really cramped.  If you're gonna be operating from it for a while, makes sense to set up a cooking area, sleeping tile, and otherwise organize a bit.
Title: Re: Latest experimental features.
Post by: dotASC on August 02, 2014, 04:43:08 PM


I love the idea of otherworldly features being the loci to strange weather. Perhaps fungal spires could host sporefalls at some point; have your respirators ready (particularly if you happen to be asthmatic)!

This should likely belong in a request thread, but it just occurred to me. How does CDC warning posters strike people? They could act like fliers, requiring examination to read the specifics. Some would be whole, while some could be vandalized. Perhaps they could even give some good advice occasionally, like dealing with parasites or teaching a minor recipe. There could be an NPC quest that involves finding undamaged examples for a collector.

My apologies for that tangent.

Chiming in to say that I love both of these ideas! Sporefall, ashfall, slimefall, etc would all be cool features that would also necessitate the character focus on more gear oriented preparations.

I also had the same experience with the weather prioritizing my tailoring skills. I also enjoy that very much.
Title: Re: Latest experimental features.
Post by: youtoo on August 03, 2014, 11:33:31 PM
Saw a post above about npcs and survivor camps. Do you have to have npcs turned on to see survivor camps? Have not kept up with latest releases, has progress been made on npcs?
Title: Re: Latest experimental features.
Post by: KA101 on August 03, 2014, 11:36:09 PM
Saw a post above about npcs and survivor camps. Do you have to have npcs turned on to see survivor camps? Have not kept up with latest releases, has progress been made on npcs?

The building will be present but you need Static NPCs enabled for it to be populated.  I recommend enabling Static NPCs as Acidia's added a LOT to them--and by extension, to DDA.  Random NPCs are still more of a pain than a help, so I'd leave 'em off.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 04, 2014, 04:30:33 AM
The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.
Title: Re: Latest experimental features.
Post by: Anxiety on August 04, 2014, 04:59:17 AM
The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.

I hope some projectiles still stop short by hitting the ground.  Dispersion should affect pitch, not just yaw.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 04, 2014, 05:31:15 AM
Eventually yes, but that ended up being a pain in the ass to implement, so I put it off.
Title: Re: Latest experimental features.
Post by: mineforce on August 05, 2014, 10:49:36 AM
I Cant seem to find the camps anywhere. I even tried searching them with the debug.
Title: Re: Latest experimental features.
Post by: artisauce on August 06, 2014, 04:26:14 AM
I Cant seem to find the camps anywhere. I when tried searching them with the debug.

I found them in the forests, along the road. Their symbols look a lot like the forest itself.
Title: Re: Latest experimental features.
Post by: KA101 on August 06, 2014, 07:49:06 AM
I Cant seem to find the camps anywhere. I when tried searching them with the debug.

I found them in the forests, along the road. Their symbols look a lot like the forest itself.

If you're looking for NPC facilities, that's a "refugee center", and they're rather rare.  Fairly large building that shows up on the map as a white grid.
Title: Re: Latest experimental features.
Post by: vultures on August 06, 2014, 11:58:21 PM
So, what's the deal with 'em? Is it just the refugee center, are there others to be tested, perhaps the static ones..?
Title: Re: Latest experimental features.
Post by: Murphy on August 07, 2014, 06:36:10 AM
There needs to be an option to start there.
Title: Re: Latest experimental features.
Post by: Zireael on August 07, 2014, 07:19:27 AM
There needs to be an option to start there.

That's a great idea!
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on August 08, 2014, 04:52:41 AM
There needs to be an option to start there.

This. Really any additional starting options would be great.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 08, 2014, 05:09:20 AM
I think we can start in houses now...
Title: Re: Latest experimental features.
Post by: saltmummy626 on August 09, 2014, 04:47:34 AM
The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.

this, this, this, so much this. are there plans, or has it been implemented, that large rounds can pass through a target and keep going?
Title: Re: Latest experimental features.
Post by: KA101 on August 09, 2014, 04:57:14 AM
The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.

this, this, this, so much this. are there plans, or has it been implemented, that large rounds can pass through a target and keep going?

Planned for future.  That'll likelly the major draw of the .50BMG.
Title: Re: Latest experimental features.
Post by: Void Space on August 10, 2014, 12:01:39 AM
How long till next stable releaser. Week? Month?
Title: Re: Latest experimental features.
Post by: artisauce on August 10, 2014, 02:46:37 AM
How long till next stable releaser. Week? Month?

Bubbadoo said around August 1 - 8, 2014.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 10, 2014, 03:13:37 AM
How long till next stable releaser. Week? Month?
One of those, probably.
Follow the issue tracker, when there are no issues left here: https://github.com/CleverRaven/Cataclysm-DDA/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.B we do a release.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on August 11, 2014, 06:39:02 PM
How long till next stable releaser. Week? Month?

Bubbadoo said around August 1 - 8, 2014.
Yeah, but I got it from
We're burning down the the list of bugs, I'd estimate 3-4 weeks from now.
and basically reiterated it on the Facebook page

Also remember the deadlines are really just for fun, really is no specific rush. Also I am not one of the coders so I am not up to date with Git Hub on all the important shite that needs to be done before the release.
Title: Re: Latest experimental features.
Post by: i2amroy on August 11, 2014, 07:59:33 PM
Yeah, keep in mind that literally the only real difference between a "stable" version and an "experimental" one is that one is labeled stable and the other experimental (and we tend to have about a week or so of mandated bug-fixing before a release). As such you can just download the current experimental version to get a version that is 99% the same as the next stable one.
Title: Re: Latest experimental features.
Post by: Slax on August 11, 2014, 10:26:22 PM
Experimentals are very rarely unstable. Everything might not be balanced or 100% reliable but you'll rarely ever run into any major crashes.
Title: Re: Latest experimental features.
Post by: vultures on August 12, 2014, 02:50:16 AM
Yeah, but you forgot that the discussion about a release always begins with a stable build. :)
Altough bugtracking and feature approval/disapproval is fun, assessing new and optimized stuff is always better! :D
---
Can we call 0.B the "Snoop Zombie Dog" release? :P
Title: Re: Latest experimental features.
Post by: 123456789 on August 13, 2014, 05:29:12 PM
Some interesting new professions to start with, like farmer and tons of new bionic starts.
Title: Re: Latest experimental features.
Post by: Wuzzy on August 14, 2014, 12:34:45 AM
A small feature: Your last words are now entered on a nice ASCII art gravestone which shows the days of survival and number of kills. Nice.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on August 14, 2014, 12:44:34 AM
A small feature: Your last words are now entered on a nice ASCII art gravestone which shows the days of survival and number of kills. Nice.
Mmm yes, I became quite familiar with that.
Title: Re: Latest experimental features.
Post by: Inquisitor Dust on August 14, 2014, 02:25:33 AM
Oh, don't think the changes to power system were mentioned. If I recall correctly, now 1 power for bionics is equal to 1 battery charge. Please correct me if I'm wrong.
Title: Re: Latest experimental features.
Post by: KA101 on August 14, 2014, 05:27:45 AM
Oh, don't think the changes to power system were mentioned. If I recall correctly, now 1 power for bionics is equal to 1 battery charge. Please correct me if I'm wrong.

I dub thee Uncorrected.  ;-)
Title: Re: Latest experimental features.
Post by: Murphy on August 16, 2014, 04:33:50 PM
The labs have become tough. An occasional roomful of manhacks, skitterbots, zombie scientists and zombie bio-operators sure refreshes the day. My EMP grenades came in handy but it was still very difficult.
Title: Re: Latest experimental features.
Post by: Snaaty on August 16, 2014, 11:16:21 PM
Recently I discovered a two-way-radio. I suppose it has been there for longer, but I never managed to get my hands on one.
Though, are the different actions actually having any result? Or is it still placeholder?

I called for help, someone said, "wait 5 minutes" and I waited a lot longer, and walked away.

Also, there is a pretty awesome new Profession there, called the "Archaeologist". (Perhaps it was there before and got overwritten by my Xstuff mod, which I didn't install this time.)

Also, unread books are now displayed in red color. Just a minor thing, but kinda confused me when I noticed it the first time.

Is it possible at all, that things like NPCs and quests can be moved to json in the foreseeable future? I would really like some different quests and different dialogues. (Although the current ones are pretty rad!)
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 16, 2014, 11:20:35 PM
Well, the wait five minutes thing is new to me. But the two way radio doesn't do much other than that.
Title: Re: Latest experimental features.
Post by: i2amroy on August 16, 2014, 11:24:22 PM
The two-way radio was an old NPC thing that was eventually removed due to how broken NPC's were.

As for JSON NPC's/quests the answer is "eventually". Most things will eventually be moved to JSON, but there's no telling how long it will take.
Title: Re: Latest experimental features.
Post by: Snaaty on August 19, 2014, 08:29:04 AM
Fun situation at the refugee camp:

I talked to some guy (or girl?) just about the basic survivor stuff.

Suddenly I notice a possible question: "What's with your ears?". I proceed and ask him what's wrong with his ears. He almost loses his shit, tells me to calm down and not tell anyone, as there are people around who don't like mutants.
Well, too bad that I'm one of them. I proceed to tell him that his ears are ugly as hell, so he decides to ignore me from then on.

Was the thing with the ears hardcoded? Or is it sometimes a different mutation?
Title: Re: Latest experimental features.
Post by: KA101 on August 19, 2014, 10:50:43 PM
Fun situation at the refugee camp:

I talked to some guy (or girl?) just about the basic survivor stuff.

Suddenly I notice a possible question: "What's with your ears?". I proceed and ask him what's wrong with his ears. He almost loses his shit, tells me to calm down and not tell anyone, as there are people around who don't like mutants.
Well, too bad that I'm one of them. I proceed to tell him that his ears are ugly as hell, so he decides to ignore me from then on.

Was the thing with the ears hardcoded? Or is it sometimes a different mutation?

Hardcoded.  Needs more work, but still a bloody sight better than NPCs used to be.  :-)
Title: Re: Latest experimental features.
Post by: Snaaty on August 20, 2014, 09:30:56 AM
Quote
Hardcoded.
Too bad.

NPCs really are quite fun now. I always play with static and random npcs enabled now.
Mostly though because I like to pick the "cannibal" trait in combination with "psychopath". It keeps your stomach and your sehelter basement full.
Title: Re: Latest experimental features.
Post by: KA101 on August 25, 2014, 07:41:38 AM
Couple annoying last-minute fixes, but scenarios are live (https://github.com/CleverRaven/Cataclysm-DDA/pull/8501).  Go BeigeSand!
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on August 25, 2014, 11:20:27 AM
I hate this because I don't have a computer ;_;
Title: Re: Latest experimental features.
Post by: saltmummy626 on August 25, 2014, 10:37:42 PM
Managed to get into a military outpost and was met with a plutonium generator. I interact with it but it says its sealed. I imagine its purpose is to... generate plutonium? Either way, I know its a bad idea, but I want to get it open.
Title: Re: Latest experimental features.
Post by: KA101 on August 26, 2014, 12:14:19 AM
Managed to get into a military outpost and was met with a plutonium generator. I interact with it but it says its sealed. I imagine its purpose is to... generate plutonium? Either way, I know its a bad idea, but I want to get it open.

Those are long-running milspec power generators, currently used to keep the searchlights shining brightly no matter the conditions.  I imagine they could be re-spec'd to power laser turrets as well?
Title: Re: Latest experimental features.
Post by: saltmummy626 on August 26, 2014, 01:01:47 AM
ah ok, that makes sense then. would be cool to tap into it.
Title: Re: Latest experimental features.
Post by: Snaaty on August 26, 2014, 08:18:20 AM
I tried the "Mutant" scenario, but I didn't get any mutations. Was experimental 1978

EDIT: Whoops, this is probably the wrong thread for that.

Still, pack on topic: I just discovered one of those towns that are extremely weird, do I get some special reward for clearing it?
Title: Re: Latest experimental features.
Post by: sagethor on August 26, 2014, 06:13:07 PM
(Experimental 1982)

Really liking the Locked-Lab scenario, provides a tough challenge.

Unfortunately, it seems like it's not exactly possible to save a preset character with a scenario other than Evacuee, given that the starting location overrides the scenario start. Still gives you the points, though.
Title: Re: Latest experimental features.
Post by: Snaaty on August 28, 2014, 11:15:50 PM
I fricking love the new power substation.
Not for its unique items or architecture (because ther is none), but because they spawn technician zombies, which may give low tier bionics.
Just too bad when you mess up two installs in a row, each with 20% failure chance. :/

It's just a really good way to make players curious about the bionics stuff, without giving OP endgame gear.

Well done!
Title: Re: Latest experimental features.
Post by: dragonlaggin on August 29, 2014, 12:49:02 PM
I fricking love the new power substation.
Not for its unique items or architecture (because ther is none), but because they spawn technician zombies, which may give low tier bionics.
Just too bad when you mess up two installs in a row, each with 20% failure chance. :/

It's just a really good way to make players curious about the bionics stuff, without giving OP endgame gear.

Well done!

Glad to see some positive feedback on my addition. You can be expecting a 2x2 variant to be popping up in the pull requests sometime soon. Perhaps with a unique mini-boss encounter and moar l00tz.
Title: Re: Latest experimental features.
Post by: Kruniac on August 29, 2014, 02:34:35 PM
I tried the "Mutant" scenario, but I didn't get any mutations. Was experimental 1978

EDIT: Whoops, this is probably the wrong thread for that.

Still, pack on topic: I just discovered one of those towns that are extremely weird, do I get some special reward for clearing it?

Mutant scenario just lets you pick mutations during chargen as traits, IIRC. Unless you mean you couldn't pick mutations as traits, in which case it would be a bug.
Title: Re: Latest experimental features.
Post by: saltmummy626 on September 01, 2014, 02:41:11 AM
Grabbed the latest experimental today and noticed the "deconstruct furniture" option was now conveniently located at the top of the build menu. This is a feature I am greatly appreciative of, as small a thing as it is. Also the scenarios are awesome, tried the lab challenge and spawned at the back side of a room with a turret in it and was instantly peppered to death.
Title: Re: Latest experimental features.
Post by: Valpo on September 01, 2014, 04:49:26 PM
Grabbed the latest experimental today and noticed the "deconstruct furniture" option was now conveniently located at the top of the build menu. This is a feature I am greatly appreciative of, as small a thing as it is. Also the scenarios are awesome, tried the lab challenge and spawned at the back side of a room with a turret in it and was instantly peppered to death.

I wonder though how often the hotkey for deconstruction will be swaped arround again in the goming experimentals :d

At least i know that i am playing the latest experimental when i find myself pressing the wrong button yet again :3
Title: Re: Latest experimental features.
Post by: Pthalocy on September 01, 2014, 06:23:19 PM
Doing the stupid food poisoning routine again because water is being difficult. Apparently you can be nauseous but not barf if your stomach is empty? Seems like I might finally no longer puking nutrition points out of my body mass, but actual quantifiably eaten food.
Title: Re: Latest experimental features.
Post by: KA101 on September 01, 2014, 09:35:10 PM
Doing the stupid food poisoning routine again because water is being difficult. Apparently you can be nauseous but not barf if your stomach is empty? Seems like I might finally no longer puking nutrition points out of my body mass, but actual quantifiably eaten food.

Yep, Reaper did well there.
Title: Re: Latest experimental features.
Post by: vultures on September 02, 2014, 03:11:00 AM
Fear!.. no, wait... Cheer the Reaper! :D
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 02, 2014, 05:49:30 AM
Due to popular demand, I spent the past two weeks getting interruptible item pickup/dropping working.
Now whether you're picking things up, dropping them, stashing things in your zombie slave's backpack, or shuffling things around on the ground with Advanced Inventory, you should never be stuck for more than a turn or two* without being able to respond to new threats.

*Specifically, dropping worn items still takes a fair chunk of time per item dropped, so if a zombie comes around a corner while you're in the middle of taking off your backpack you might be stuck for a few turns before you can do anything about it.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on September 02, 2014, 11:00:48 AM
YEEEEEEEEEEEEESSSSSSSSSSSSSS

HECK YEAH GOOD JOB KEVIN
Title: Re: Latest experimental features.
Post by: Snaaty on September 02, 2014, 11:10:38 AM
Apparently butcher quality of a tool is now a nuber between 1 and 30(?).
I greatly appreciate that, and ideally such a thing could be done for other tool-qualities as well!
Title: Re: Latest experimental features.
Post by: Shoes on September 02, 2014, 04:39:19 PM
Unless it was changed, a switchblade has quality 44!
Title: Re: Latest experimental features.
Post by: Valpo on September 02, 2014, 06:39:31 PM
Due to popular demand, I spent the past two weeks getting interruptible item pickup/dropping working.
Now whether you're picking things up, dropping them, stashing things in your zombie slave's backpack, or shuffling things around on the ground with Advanced Inventory, you should never be stuck for more than a turn or two* without being able to respond to new threats.

*Specifically, dropping worn items still takes a fair chunk of time per item dropped, so if a zombie comes around a corner while you're in the middle of taking off your backpack you might be stuck for a few turns before you can do anything about it.

Thats awesome!!!
And the backpack thing is imo not a problem.... in fact i think its realistic to loose  some time if your suprised while trying to take of something like a backpack or your pants :P .
Title: Re: Latest experimental features.
Post by: Zireael on September 02, 2014, 07:13:32 PM
Apparently butcher quality of a tool is now a nuber between 1 and 30(?).
I greatly appreciate that, and ideally such a thing could be done for other tool-qualities as well!

That's always been like this, only now it's visible to the players.
Title: Re: Latest experimental features.
Post by: Snaaty on September 03, 2014, 08:31:09 AM
Okay, I didn't really check with the butcher quality. Is higher better than lower? Also , some of the tools seem to have negative values (experimental 2018, IIRC).
Title: Re: Latest experimental features.
Post by: KA101 on September 03, 2014, 09:13:56 AM
BeigeSand came through with an update to scenarios (https://github.com/CleverRaven/Cataclysm-DDA/pull/8798), Kevin fixed armor and armor-penetration calculations (https://github.com/CleverRaven/Cataclysm-DDA/pull/8796), the examination crash (https://github.com/CleverRaven/Cataclysm-DDA/pull/8794) and vehicle failures (https://github.com/CleverRaven/Cataclysm-DDA/pull/8797) from the pickup overhaul appear fixed thanks to i2amroy, BevapDin cleaned up the ratty-lookin' recipe overflow (https://github.com/CleverRaven/Cataclysm-DDA/pull/8788), and Rivet's publicized her pine PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/8781) in the Lab.

Been a pretty routine day in the M&A end of things here in DDA dev.

Okay, I didn't really check with the butcher quality. Is higher better than lower? Also , some of the tools seem to have negative values (experimental 2018, IIRC).

Higher quality is indeed better.  Butchering was always a bit Wonky that way: negative butchering means that it can butcher, but it's Lousy at it and you're gonna be longer than you would with a proper tool.

Oh, and, yeah, crates can now be resealed (https://github.com/CleverRaven/Cataclysm-DDA/pull/8785) against thieving Random NPCs, and I just merged fencing gear (https://github.com/CleverRaven/Cataclysm-DDA/pull/8713), as I recall.  Go Snaaty!
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 03, 2014, 04:46:05 PM
Kevin fixed armor and armor-penetration calculations (https://github.com/CleverRaven/Cataclysm-DDA/pull/8796)
To be clear, I'm 99% sure I fixed the source of the "turrets/children/squirrels occasionally bypass power armor" issue that's plagued us for a long time now.  After the fix I spawned 7 turrets in a row and stood next to them until they ran out of ammo without taking any damage in basic power armor.
Title: Re: Latest experimental features.
Post by: Zireael on September 03, 2014, 07:08:13 PM
Kevin fixed armor and armor-penetration calculations (https://github.com/CleverRaven/Cataclysm-DDA/pull/8796)
To be clear, I'm 99% sure I fixed the source of the "turrets/children/squirrels occasionally bypass power armor" issue that's plagued us for a long time now.  After the fix I spawned 7 turrets in a row and stood next to them until they ran out of ammo without taking any damage in basic power armor.

*cue happy dance* no more 1HKO from turrets
Title: Re: Latest experimental features.
Post by: detahramet on September 03, 2014, 07:49:49 PM
Kevin fixed armor and armor-penetration calculations (https://github.com/CleverRaven/Cataclysm-DDA/pull/8796)
To be clear, I'm 99% sure I fixed the source of the "turrets/children/squirrels occasionally bypass power armor" issue that's plagued us for a long time now.  After the fix I spawned 7 turrets in a row and stood next to them until they ran out of ammo without taking any damage in basic power armor.

Wait- what?
Squirrels?
How the fuck did that come around?
Title: Re: Latest experimental features.
Post by: i2amroy on September 03, 2014, 08:57:57 PM
It was a simple one-off error. The armor had a protection value from 0-99, but the roll that was being made was from 0-100 as I understand it. As such there was always that slim chance that whatever it was would roll a perfect 100 and get through your defenses. Turrets were just better at it since they fire multiple shots.
Title: Re: Latest experimental features.
Post by: Nighthawk on September 03, 2014, 09:46:09 PM
A simple solution solves an age-old problem. :)

I'm looking forward to this release so hard it's starting to hurt.
Title: Re: Latest experimental features.
Post by: sagethor on September 03, 2014, 11:32:05 PM
Nab the latest experimental. It's not too crashy, and less buggy than 0.A! :)
Title: Re: Latest experimental features.
Post by: jimboblordofeskimos on September 03, 2014, 11:40:48 PM
Nab the latest experimental. It's not too crashy, and less buggy than 0.A! :)

Very latest you have to use advanced inventory to pick stuff up out of car trunks, little annoying, better to wait a day or 2.
Title: Re: Latest experimental features.
Post by: sagethor on September 04, 2014, 12:31:47 AM
Oh derp. I completely missed that fact; I've only been using advanced inventory for vehicle containers. xD
Title: Re: Latest experimental features.
Post by: i2amroy on September 04, 2014, 02:23:05 AM
Nab the latest experimental. It's not too crashy, and less buggy than 0.A! :)
Very latest you have to use advanced inventory to pick stuff up out of car trunks, little annoying, better to wait a day or 2.
Fix for that just went into the experiemental, I accidentally broke it while fixing the previous examine crash. :P
Title: Re: Latest experimental features.
Post by: vultures on September 06, 2014, 02:27:55 AM
Just don't make cars run on Cpp, please. :P
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 07, 2014, 08:43:37 AM
Any future general questions in this thread will be deleted without comment.  This thread is for announcing new features.
Title: Re: Latest experimental features.
Post by: Ishindri on September 07, 2014, 02:12:22 PM
I don't believe it's been mentioned, but a month ago HuXTUS added some new electronics (https://github.com/CleverRaven/Cataclysm-DDA/pull/8432): a tablet computer, a digital camera, and SD cards compatible with both.  Randomly generated SD cards may contain valuable or encrypted data, like recipes!
Title: Re: Latest experimental features.
Post by: Aravhorn on September 07, 2014, 04:33:01 PM
Yes, I know. I've found them both in an electronics store. Now I can't stop making pictures of every single living being in the game and putting them into my PDA!
Title: Re: Latest experimental features.
Post by: Aenye on September 07, 2014, 08:37:16 PM
Shocker brutes. <3

No idea who came up with them, but they're great !
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on September 07, 2014, 09:30:13 PM
Shocker brutes. <3

No idea who came up with them, but they're great !

WHAT
Title: Re: Latest experimental features.
Post by: Aenye on September 07, 2014, 09:43:48 PM
WHAT

My reaction exactly ! The encounter went from "OMG ! WTF !" to "I am so going to die now" and finally to "Well, I'm half-dead but the thing could be made just a bit tougher".
Title: Re: Latest experimental features.
Post by: Inquisitor Dust on September 09, 2014, 06:00:27 PM
Shocker brutes. <3

No idea who came up with them, but they're great !
Mother of god.
Gonna have to download the new experimental with the intent of getting ripped limb by limb and/or fried to a crisp by one of these right when I start the game.
Title: Re: Latest experimental features.
Post by: Valpo on September 09, 2014, 07:28:23 PM
i just noticed that a menu for viewing mutations like you view cbms has been added.... I like where this might lead :3
Title: Re: Latest experimental features.
Post by: Snaaty on September 10, 2014, 11:56:33 AM
It will lead to mutations that are activatable!

Rivet has made it possible to shout and sprint, not sure if that one is intended to go into mainline, though.

Yeah, it's only a matter of time until we can charge around the battlefield, spitting acid and fire, and ripping things apart with our fangs.

Title: Re: Latest experimental features.
Post by: Snaaty on September 11, 2014, 02:11:28 PM
Looks like Rivet has added a good number of knives and knife-llke tools.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on September 14, 2014, 07:48:16 PM
on a related note, whenever I use a cutting tool, I am now always informed of the option to make a zombie slave
Title: Re: Latest experimental features.
Post by: Hibou on September 15, 2014, 02:43:42 AM
on a related note, whenever I use a cutting tool, I am now always informed of the option to make a zombie slave
I noticed that too, but I've never got a chance to test it out. What does it do, exactly?
Title: Re: Latest experimental features.
Post by: Snaaty on September 15, 2014, 01:14:07 PM
You probably don't alwas get the prompt to create a zombie slave because you don't have the skill neccessary to make one?

OT: Looks like shocker-brutes should be more rare now. I appreciate that.
Title: Re: Latest experimental features.
Post by: Valpo on September 16, 2014, 04:39:37 PM
I have just encountered some obviously renamed zombified animals. I like the names good work.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on September 16, 2014, 10:11:08 PM
I have just encountered some obviously renamed zombified animals. I like the names good work.
Mind if you share the names of the new zombified animals to us? '3'
Title: Re: Latest experimental features.
Post by: ID404-NotFound on September 16, 2014, 11:45:13 PM
decayed pouncer, antlered horror, zombear to name a few
Title: Re: Latest experimental features.
Post by: Teldin on September 17, 2014, 03:08:13 AM
I just noticed a few bags of fertilizer in a public works and some in a hardware store. Have my dreams come true and we can finally construct large-scale explosives? Or is it purely for boring farm work?
Title: Re: Latest experimental features.
Post by: Teldin on September 17, 2014, 03:12:32 AM
Also greatly appreciating the high-capacity acetylene torches, very handy for big projects without messing around with bionics or battery power.
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 17, 2014, 03:37:11 AM
This is a thing that just landed: https://github.com/CleverRaven/Cataclysm-DDA/pull/8993
Tileset creators can now make overlays for the player sprite to reflect player gear and condition, In this case a picture is definitely worth a thousand words:
(https://cloud.githubusercontent.com/assets/8539541/4264690/a1180094-3c30-11e4-9f34-94f1347fce9b.png)

Fertilizer bomb is a go.
Title: Re: Latest experimental features.
Post by: Nighthawk on September 17, 2014, 05:39:01 AM
That is so awesome. In the future there might actually be an incentive to look your best aside from the Stylish trait! :)
Title: Re: Latest experimental features.
Post by: Valpo on September 17, 2014, 06:32:37 PM
Omg i can craft a pillow now !!!!!! :3
Title: Re: Latest experimental features.
Post by: Pthalocy on September 17, 2014, 07:09:20 PM
sobbing on my one day off this week as stone fireplaces are way harder to build than I recall. It makes sense, I'm just stuck amidst a pile of raw eggs and bones for longer than anticipated.
Title: Re: Latest experimental features.
Post by: Valpo on September 17, 2014, 07:13:08 PM
sobbing on my one day off this week as stone fireplaces are way harder to build than I recall. It makes sense, I'm just stuck amidst a pile of raw eggs and bones for longer than anticipated.

I would just light a bush or random piece of wood on fire in safe distance to anything else flamable.

start crafting at least 1 tile away from it so you do not inhale the random smoke and alls good. (don t try this at home kids
 -or indoors for that matter)
Title: Re: Latest experimental features.
Post by: Pthalocy on September 18, 2014, 02:29:59 AM
That has been my method, and then I found a lava so I could stay warm and use the fire to safely cook haha.

I have also been finding buckwheats and acorns in spring! No more delicious tree fruit until I can make it to summer. I've yet to accomplish that. I can't begrudge what makes sense, though. I'll have to wait until my next day off to really give the game more playtime.
Title: Re: Latest experimental features.
Post by: Snaaty on September 18, 2014, 01:09:38 PM
Quote
Omg i can craft a pillow now !!!!!! :3

You can also find ones with feathers inside, same goes for blankets. (Down blankets should keep you warmer.)

Unfortunately, pillows won't allow for an easier sleep yet, I'll have to figure out how to do that first.

But honestly, it's amazing that there is such a constant stream of new features and bugfixes in this game.
Finding fresh food that turns rotten the moment you pick it up is fixed, IIRC, the same goes for that pesky occasional crash from picking up and wielding large volume stuff or something.

We also have sushi now, it seems.
Title: Re: Latest experimental features.
Post by: Teldin on September 18, 2014, 01:13:18 PM
Why do some cars keep pulling to the left as I'm driving? Is there vehicle balance, or transmission damage, or is it a bug? I tried repairing all parts, I find it happens most often with police cars now.
Title: Re: Latest experimental features.
Post by: Hibou on September 18, 2014, 02:30:30 PM
Why do some cars keep pulling to the left as I'm driving? Is there vehicle balance, or transmission damage, or is it a bug? I tried repairing all parts, I find it happens most often with police cars now.
Are you getting the message "you fumble with the [car name]'s controls"? If you are, that's a feature. If not, throw your save over to the guys in the Garage.
Title: Re: Latest experimental features.
Post by: Teldin on September 18, 2014, 02:40:48 PM
Why do some cars keep pulling to the left as I'm driving? Is there vehicle balance, or transmission damage, or is it a bug? I tried repairing all parts, I find it happens most often with police cars now.
Are you getting the message "you fumble with the [car name]'s controls"? If you are, that's a feature. If not, throw your save over to the guys in the Garage.

No, this is with like 5+ driving skill and there's no messages. The vehicle indicator is pointing straight, but every few ticks as I'm driving straight it dips 1 tile to the left. I'll upload a save once I'm at home.
Title: Re: Latest experimental features.
Post by: Aenye on September 18, 2014, 10:37:00 PM
No, this is with like 5+ driving skill and there's no messages. The vehicle indicator is pointing straight, but every few ticks as I'm driving straight it dips 1 tile to the left. I'll upload a save once I'm at home.

Did you try turning right by one keystroke ? A 90* turn is three keystrokes if I'm not mistaken and some shorter cars look exactly the same (no shift in the symbol group) when driving horizontally/vertically or +/-30* off that direction.

Please excuse me if that is not the case - wanted to ask about the simplest things before jumping to any conclusions.
Title: Re: Latest experimental features.
Post by: Valpo on September 19, 2014, 07:36:29 PM
I found newly designed Electronic stores they are looking good.
Title: Re: Latest experimental features.
Post by: Valpo on September 19, 2014, 07:54:05 PM
I just found a welding tool running on acetylen instead of the usual battery driven one.
Title: Re: Latest experimental features.
Post by: Abbysynth on September 22, 2014, 04:32:48 PM
No, this is with like 5+ driving skill and there's no messages. The vehicle indicator is pointing straight, but every few ticks as I'm driving straight it dips 1 tile to the left. I'll upload a save once I'm at home.

Did you try turning right by one keystroke ? A 90* turn is three keystrokes if I'm not mistaken and some shorter cars look exactly the same (no shift in the symbol group) when driving horizontally/vertically or +/-30* off that direction.

Please excuse me if that is not the case - wanted to ask about the simplest things before jumping to any conclusions.

Yes, I'm quite sure that I was going straight; tapping one to the left made me careen off sharp left while one tap to the right made me go quite obviously rightwards. The pull to the left was 1 tile left every 2 or 3 turn pauses at ~50 mph.

Edit: is there a way to compress save files? Mine are like 120 mb.
Title: Re: Latest experimental features.
Post by: Inquisitor Dust on September 23, 2014, 03:59:04 AM
There seems to be some new starting scenarios too :D Including being police officers and fire fighters in police stations and fire stations respectively.
Title: Re: Latest experimental features.
Post by: Narc on September 23, 2014, 05:20:36 AM
No, this is with like 5+ driving skill and there's no messages. The vehicle indicator is pointing straight, but every few ticks as I'm driving straight it dips 1 tile to the left. I'll upload a save once I'm at home.

Did you try turning right by one keystroke ? A 90* turn is three keystrokes if I'm not mistaken and some shorter cars look exactly the same (no shift in the symbol group) when driving horizontally/vertically or +/-30* off that direction.

Please excuse me if that is not the case - wanted to ask about the simplest things before jumping to any conclusions.

Yes, I'm quite sure that I was going straight; tapping one to the left made me careen off sharp left while one tap to the right made me go quite obviously rightwards. The pull to the left was 1 tile left every 2 or 3 turn pauses at ~50 mph.

I had (well, technically, still have) one car like that. It looks like it's actually missing its rear-left wheel (well, damaged to gray level, which is about the same thing). Beautiful little detail.
Title: Re: Latest experimental features.
Post by: Abbysynth on September 23, 2014, 01:05:51 PM
No, this is with like 5+ driving skill and there's no messages. The vehicle indicator is pointing straight, but every few ticks as I'm driving straight it dips 1 tile to the left. I'll upload a save once I'm at home.

Did you try turning right by one keystroke ? A 90* turn is three keystrokes if I'm not mistaken and some shorter cars look exactly the same (no shift in the symbol group) when driving horizontally/vertically or +/-30* off that direction.

Please excuse me if that is not the case - wanted to ask about the simplest things before jumping to any conclusions.

Yes, I'm quite sure that I was going straight; tapping one to the left made me careen off sharp left while one tap to the right made me go quite obviously rightwards. The pull to the left was 1 tile left every 2 or 3 turn pauses at ~50 mph.

I had (well, technically, still have) one car like that. It looks like it's actually missing its rear-left wheel (well, damaged to gray level, which is about the same thing). Beautiful little detail.

If you repair the wheel does it still pull to the left? I found one of my cars did that after it lost a wheel but kept doing it after I repaired it. Though the squad car I drove later did the same thing and it never had any missing wheels.
Title: Re: Latest experimental features.
Post by: TheFlame52 on September 23, 2014, 03:35:04 PM
Not sure why I haven't already PTW this.
Title: Re: Latest experimental features.
Post by: CosmicKobal on September 24, 2014, 05:10:56 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.

A suggestion on the Folding bike. I would love to be able to attach a small water tank in place of the wire basket.
Title: Re: Latest experimental features.
Post by: destrovel on September 24, 2014, 05:20:56 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.


qft
Title: Re: Latest experimental features.
Post by: ID404-NotFound on September 24, 2014, 05:25:20 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.

A suggestion on the Folding bike. I would love to be able to attach a small water tank in place of the wire basket.

I had a thread about this, it was explained that since it starts you in winter, the harsher outside conditions, and the fact that more food is rotten, more wildlife is zombified, you will have a harder time sustaining yourself.
Title: Re: Latest experimental features.
Post by: chevil on September 24, 2014, 05:59:03 AM
We have road rollers!
Title: Re: Latest experimental features.
Post by: CosmicKobal on September 24, 2014, 06:11:01 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.


qft


I'm sorry? I don't know what that means
Title: Re: Latest experimental features.
Post by: Jarlaxle on September 24, 2014, 06:19:01 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.

A suggestion on the Folding bike. I would love to be able to attach a small water tank in place of the wire basket.

I had a thread about this, it was explained that since it starts you in winter, the harsher outside conditions, and the fact that more food is rotten, more wildlife is zombified, you will have a harder time sustaining yourself.

 I was going to say that it seems like I was always chased down by zombears and antlered terrors ( or whatever we are calling zoose now) pretty much as soon as I stepped foot outside of my LMOE.
 So yeah, you do get to start in super sweet setup but good luck getting to a town or even finding food in the forest without getting mauled. One of the few times I have ever worried about food.
Title: Re: Latest experimental features.
Post by: CosmicKobal on September 24, 2014, 07:04:29 AM
Alright, I've cpme to that realization as well. the only way I dont get my butt handed to me is to set a really high city spawn number and set zombies to half speed. Very little wildlife to speak of and the cities are practically next door to my LMOE shelters this way.
Title: Re: Latest experimental features.
Post by: TheFlame52 on September 24, 2014, 03:48:36 PM
We have road rollers!
What are those?
Title: Re: Latest experimental features.
Post by: Abbysynth on September 24, 2014, 05:30:11 PM
We have road rollers!
What are those?

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRa3fR8nw6fcQQwclJxU9CiC8jbCNpbXzPxQoW2S6Svb3xRRO4q)
Title: Re: Latest experimental features.
Post by: X-PLODE on September 24, 2014, 06:15:48 PM
We have road rollers!
What are those?

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRa3fR8nw6fcQQwclJxU9CiC8jbCNpbXzPxQoW2S6Svb3xRRO4q)
Good luck going over 1MPH without exploding when running over something.
Title: Re: Latest experimental features.
Post by: sradac on September 24, 2014, 06:22:52 PM
last man on earth scenario starts at like 1 year world-time, so its a hell of a lot more dangerous since there is nothing but zombears and antlered horrors surrounding your shelter when you come out.

Plus all the perishable food has already rotted, and pretty much all wildlife is zombified so you cant hunt anymore either
Title: Re: Latest experimental features.
Post by: i2amroy on September 25, 2014, 01:57:46 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.
It also starts you in winter, which makes survival much more difficult. Any food you might find will probably be rotten and there will be much more zombified wildlife about.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on September 25, 2014, 04:21:23 AM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.


qft


I'm sorry? I don't know what that means

It means "Quoted for Truth"
Title: Re: Latest experimental features.
Post by: Bonevomit on September 25, 2014, 10:51:58 PM

It means "Quoted for Truth"
I always thought it meant "Quit fucking talking"

I guess I have some apologies to make.
Title: Re: Latest experimental features.
Post by: Cosmitz on September 26, 2014, 06:13:50 AM
So i have to ask... When is the build going to be frozen? There's great progress getting done daily on the Github, and that's commendable, but it's been half a year since Kaufman.
Title: Re: Latest experimental features.
Post by: KA101 on September 26, 2014, 06:43:14 AM
So i have to ask... When is the build going to be frozen? There's great progress getting done daily on the Github, and that's commendable, but it's been half a year since Kaufman.

When this reaches 0 Open (https://github.com/CleverRaven/Cataclysm-DDA/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.B).
Title: Re: Latest experimental features.
Post by: Úlfhéðinn on September 26, 2014, 01:38:38 PM
I've noticed that using the Sheltered Scenario with the survivor profession seems to provide an unbalanced number of points (13) in addition to starting you with a knife, clothes, water and matches IN ADDITION to starting you in a LMOE shelter stocked with MORE loot.

all in all, it just seems very unbalanced and it's difficult to select any other starting option.
It also starts you in winter, which makes survival much more difficult. Any food you might find will probably be rotten and there will be much more zombified wildlife about.

Every single scenario starts for me in winter. Even the default one in government evac shelter. Is it broken?
Title: Re: Latest experimental features.
Post by: FrankyPlaysGames on September 26, 2014, 05:14:57 PM
Is the starting season set to Winter in your world options?
Also loving all these updates, I love how your cutting weapons skill and handguns skill affect drawing from a sheath or a holster respectively. Also mess kits, I fucking love you guys for adding those.
Title: Re: Latest experimental features.
Post by: BigLie on September 26, 2014, 08:19:15 PM
Would you be so kind to tell what the heck are those mess kits?
I'd check out myself but seems the experimental builds use SDL2 which I have some trouble installing (I'll sort that out later).
Title: Re: Latest experimental features.
Post by: ChristopherWalken on September 26, 2014, 09:01:53 PM
Mess Kits contain pretty much all cooking supplies in a neat little package and they're battery powered.

It's basically the non-vehicle equivalent of the RV Kitchen.
Title: Re: Latest experimental features.
Post by: TheFlame52 on September 26, 2014, 09:43:24 PM
There are some new Marloss things, but despite being Marloss Man Reborn I still don't know much about them.
Title: Re: Latest experimental features.
Post by: Jaso11111 on September 27, 2014, 01:35:15 AM
There are some new Marloss things, but despite being Marloss Man Reborn I still don't know much about them.
Dude...
https://github.com/CleverRaven/Cataclysm-DDA/pull/9211
Title: Re: Latest experimental features.
Post by: Abbysynth on September 27, 2014, 04:00:56 AM
Is there something I'm doing wrong driving vehicles? I keep to the blue speed limit, stay on roads, and never hit anything and yet my alternators and engines are constantly dying (grey and wrecked) after just 5-10 minutes of driving. It's getting really annoying.
Title: Re: Latest experimental features.
Post by: i2amroy on September 27, 2014, 04:23:32 AM
Is your starting season setting changed? Also keep in mind that the start of spring is only 1 day after the end of winter, so snow and cold weather is totally possible at that point.
Title: Re: Latest experimental features.
Post by: Úlfhéðinn on September 27, 2014, 11:00:34 AM
Is the starting season set to Winter in your world options?
Also loving all these updates, I love how your cutting weapons skill and handguns skill affect drawing from a sheath or a holster respectively. Also mess kits, I fucking love you guys for adding those.

No, it's set to Spring which I thought was the default setting. I've been using these options since at least a couple of months ago. Maybe I should check the default ones and see what's going on there.

Edit:
Is your starting season setting changed? Also keep in mind that the start of spring is only 1 day after the end of winter, so snow and cold weather is totally possible at that point.

Yeah, you're right. I wasn't looking at the date. I guess it always snows by default on day 1 in spring now... which perhaps should be randomized instead. Seems like a bug that has to do with pretty much every other scenario starting in winter or something?
Title: Re: Latest experimental features.
Post by: Valpo on September 27, 2014, 11:08:44 AM
It snows often at day 1 thats true but not always. I think its a big improvement to the weather madness we had a while ago. I am quite satisfied with how it is right now.
Title: Re: Latest experimental features.
Post by: ArgusTheCat on September 27, 2014, 01:20:07 PM
Is there something I'm doing wrong driving vehicles? I keep to the blue speed limit, stay on roads, and never hit anything and yet my alternators and engines are constantly dying (grey and wrecked) after just 5-10 minutes of driving. It's getting really annoying.


No, no.  You're doing fine.  The problem is that most of the vehicles you're gonna find on the road are going to be absolute ass.  It always seems like the ones that have tires and gas enough to drive simultaneously have decaying engines and no seatbelts.
Title: Re: Latest experimental features.
Post by: BigLie on September 27, 2014, 04:58:56 PM
Mess Kits contain pretty much all cooking supplies in a neat little package and they're battery powered.

It's basically the non-vehicle equivalent of the RV Kitchen.

Cool, thanks.
Title: Re: Latest experimental features.
Post by: KA101 on September 27, 2014, 08:27:45 PM
Is the starting season set to Winter in your world options?
Also loving all these updates, I love how your cutting weapons skill and handguns skill affect drawing from a sheath or a holster respectively. Also mess kits, I fucking love you guys for adding those.

No, it's set to Spring which I thought was the default setting. I've been using these options since at least a couple of months ago. Maybe I should check the default ones and see what's going on there.

Edit:
Is your starting season setting changed? Also keep in mind that the start of spring is only 1 day after the end of winter, so snow and cold weather is totally possible at that point.

Yeah, you're right. I wasn't looking at the date. I guess it always snows by default on day 1 in spring now... which perhaps should be randomized instead. Seems like a bug that has to do with pretty much every other scenario starting in winter or something?

Spring day 1 is the vernal equinox (northern hemisphere, New England and all).  Mid-March in New England, snow is entirely acceptable.
Title: Re: Latest experimental features.
Post by: Valpo on September 28, 2014, 10:44:48 PM
I ve found a close combat bionic for the first time . Don t klnow when it was added as i usualy need ages to find all i know. However it adds a new fighting stile which utalises the monomolecular balde when activated and suposedly increases your overall meele abillity.
Title: Re: Latest experimental features.
Post by: detahramet on September 29, 2014, 01:15:22 AM
So what's this i've been hearing about mycus mutations?
Title: Re: Latest experimental features.
Post by: infectedmochi on September 29, 2014, 05:02:34 AM
Technically not a feature in the experimental right now, it's still a PR.

(click to show/hide)
Title: Re: Latest experimental features.
Post by: KA101 on September 29, 2014, 08:13:47 AM
Technically not a feature in the experimental right now, it's still a PR.

(click to show/hide)

Just staged to CR.  I expect it to merge in the next 24-48 hours.
Title: Re: Latest experimental features.
Post by: Krazy on September 29, 2014, 01:31:18 PM
On the overmap you can now mark places as "(E)xplored", which grays out the tile when overlays or blinking are enabled. The tiles still show up as normal on the mini map. This should make it easier to keep track of places you've cleared out.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on September 29, 2014, 03:27:19 PM
On the overmap you can now mark places as "(E)xplored", which grays out the tile when overlays or blinking are enabled. The tiles still show up as normal on the mini map. This should make it easier to keep track of places you've cleared out.

holy damn that's a good one. Now I just need something to help with mapping out labs (instead of pen and paper route)
Title: Re: Latest experimental features.
Post by: TheFlame52 on September 29, 2014, 04:22:03 PM
I eagerly await Mycus. Marloss Man Reborn stands in limbo, not in one world or another. When Mycus arrives, he will step forth into the new frontier, bringing with him the greatest treasures of the world before.
Title: Re: Latest experimental features.
Post by: Valpo on September 29, 2014, 04:27:51 PM
Damn the last fungal bloom i found was murdered by an army of hostile dragonflys that followed me through the mycusfrom a swamp(they killed the fungal spire).
i layed it to rest together with the dragonflys with a well placed nuke .... what a wasted nuke(a spire that can not last against some dragonflys isn t worth existing anyways)

I noticed the complete absence of fungaloids there though... have theybeen removed? (seen some other fungal structures though)
Title: Re: Latest experimental features.
Post by: Krazy on September 30, 2014, 05:07:39 AM
holy damn that's a good one. Now I just need something to help with mapping out labs (instead of pen and paper route)

Honestly, I'm a little surprised something like this hadn't made its way into the game yet. I'm really just glad at least one other person will be using it. That makes a lazy weekend morning well-spent in my books. :P
Title: Re: Latest experimental features.
Post by: BigLie on September 30, 2014, 07:41:39 PM
holy damn that's a good one. Now I just need something to help with mapping out labs (instead of pen and paper route)

Honestly, I'm a little surprised something like this hadn't made its way into the game yet. I'm really just glad at least one other person will be using it. That makes a lazy weekend morning well-spent in my books. :P

At least two, lad. That's a useful feature you've made.
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 03, 2014, 01:08:27 AM
KA101 - Please tell us the second you merge Mycus. MARLOSS MAN MUST KNOW
Title: Re: Latest experimental features.
Post by: KA101 on October 03, 2014, 01:12:05 AM
KA101 - Please tell us the second you merge Mycus. MARLOSS MAN MUST KNOW

I'm the author, so can't personally merge it.  (I could, but that would be Cheating.)  The last fix got missed last night because Kevin got delayed.  It's awaiting merge now.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on October 03, 2014, 10:16:35 PM
So, when you reload something like a double barrel shotgun or a revolver, the shells don't automatically fire out from your gun when you shoot. Now it comes out when you reload! I don't know how long this has been in, but I love whoever did it!
Title: Re: Latest experimental features.
Post by: detahramet on October 03, 2014, 10:31:01 PM
Is it merged yet?
Title: Re: Latest experimental features.
Post by: KA101 on October 03, 2014, 11:30:26 PM
Is it merged yet?

Kevin took quite a lot of time to make sure it was running right--at significant personal inconvenience--before merging it last night.  I'll me merging some more stuff shortly, so no need to rush.
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 03, 2014, 11:39:39 PM
Is it merged yet?

Kevin took quite a lot of time to make sure it was running right--at significant personal inconvenience--before merging it last night.  I'll me merging some more stuff shortly, so no need to rush.
eheheehaehhaahaaaHEAHAHHEHEHAAAAAHEEEEEEEEEEEEIEJ;GOISRKNSZDHFG;SZHNZFG;STHRNG
Title: Re: Latest experimental features.
Post by: 123456789 on October 04, 2014, 02:47:06 AM
What is Marloss man? What is the new mutation thing?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on October 04, 2014, 02:51:42 AM
What is Marloss man?

Nothing. Unimportant. I'm not being sarcastic this time.

What is the new mutation thing?

Mycus.
Title: Re: Latest experimental features.
Post by: Blaze on October 04, 2014, 02:55:55 AM
Peeking at the commit logs show that Mycus mutations are already in; though the comment says it's a WIP. I see several mutations available, dreams, items, etc.
Title: Re: Latest experimental features.
Post by: detahramet on October 04, 2014, 04:24:23 AM
Is it merged yet?

Kevin took quite a lot of time to make sure it was running right--at significant personal inconvenience--before merging it last night.  I'll me merging some more stuff shortly, so no need to rush.
mergemergemergemergemergemergemergemergemergemergemergeajk;afjk;dagrkjl;ag hjk;jimergeakfhhalfkhmergeajkhfkahjkmerge
Title: Re: Latest experimental features.
Post by: KA101 on October 04, 2014, 05:20:07 AM
Peeking at the commit logs show that Mycus mutations are already in; though the comment says it's a WIP. I see several mutations available, dreams, items, etc.

I tend to work in multiple commits, and do so with the PR open, so folks can come over and read it.  Notice & comment, and all that.  (For some reason, very few folks ever seem to engage the details, though.)

This project came in two separate PRs, as I recall: one for the fungus/marloss infrastructural stuff, and another for the Mycus mutcat proper.  I'm sure I filed a few WIP commits during the process.

Biggest holdup to the rest of the vision is targeting and working out how best to handle the architectural aspects.  I'm thinking locked recipes might be the way to go.
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 04, 2014, 06:24:18 PM
What is Marloss man? What is the new mutation thing?
Marloss Man is my character. The new mutation line is Mycus.
Title: Re: Latest experimental features.
Post by: Lenney8 on October 05, 2014, 01:46:50 AM
I noticed in the martialarts json that there is a bionic based martial art. Is there a way to learn this in game yet?
Title: Re: Latest experimental features.
Post by: KA101 on October 05, 2014, 01:47:40 AM
I noticed in the martialarts json that there is a bionic based martial art. Is there a way to learn this in game yet?

The Close Quarters Battle CBM.
Title: Re: Latest experimental features.
Post by: Lenney8 on October 05, 2014, 03:08:30 AM
I swear to god I didn't see that when looking through the bionics json. Thanks tho
Title: Re: Latest experimental features.
Post by: Murphy on October 05, 2014, 10:13:53 AM
You can now craft heating elements from copper wire.

Convenience ftw.
Title: Re: Latest experimental features.
Post by: Valpo on October 06, 2014, 12:27:26 PM
i have seen a grocery store with a shopping cart lot. Realy like how we get to see more differentiated architecture.
Title: Re: Latest experimental features.
Post by: ArcanErasmus on October 06, 2014, 05:35:39 PM
It would be sweet to see carts able to semi-stack if empty, but I feel like it would be a ton of work for insignificant gain.
Title: Re: Latest experimental features.
Post by: detahramet on October 07, 2014, 12:31:07 AM
I'm enjoying the new Sorcerer profession.
I'm trying to base my combat around that entirely.
Even manage to kill an asshole Spec-Op Zed
WITH FINGER LAZARZZAZAZAZZAZZZZZZZZZZZZZZ


Also is mycas in yet?
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 07, 2014, 01:27:44 AM
Also is mycas in yet?
Has been, but I'm pretty unsure of the details. It doesn't seem to be like any other mutation line. I like it.
Title: Re: Latest experimental features.
Post by: Antistar on October 07, 2014, 01:53:59 AM
A new(ish?) thing I've noticed is that survivor's maps and the like aren't consumed on use anymore. I'm not sure if that's intentional though...?

An unrelated new thing I like is that perishable food items are colour-coded by 'freshness' now; that's handy.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 07, 2014, 02:09:31 AM
mycus is in, actually doing anything with it is rather... involved.
Title: Re: Latest experimental features.
Post by: saltmummy626 on October 07, 2014, 05:32:52 AM
It would be sweet to see carts able to semi-stack if empty, but I feel like it would be a ton of work for insignificant gain.
Having had to do this for a living for three years, I can confirm that it is a massive hassle for almost no gain at all.

I am greatly appreciating a bunch of the small stuff. it was integrated awhile ago, but the new fruit trees are really nice. 
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 09, 2014, 02:26:45 AM
See http://smf.cataclysmdda.com/index.php?topic=7975.0 for mycus discussion.
Title: Re: Latest experimental features.
Post by: KA101 on October 09, 2014, 07:14:00 AM
Recently merged a monattack enhancement: i2amroy with the creativity.  Now critters can have multiple special attacks without resorting to the "call other attacks" crap I had to pull with the tankbot and the chicken walker.  (So feral hunters bite now, for starters, as do most other zeds.)

Kevin made dragging things make more sense, and fruit trees/shrubs now track their harvest date and re-fruit next year.

Piles of bugfixery, too.
Title: Re: Latest experimental features.
Post by: FrankyPlaysGames on October 09, 2014, 04:16:59 PM
Recently merged a monattack enhancement: i2amroy with the creativity.  Now critters can have multiple special attacks without resorting to the "call other attacks" crap I had to pull with the tankbot and the chicken walker.  (So feral hunters bite now, for starters, as do most other zeds.)

Kevin made dragging things make more sense, and fruit trees/shrubs now track their harvest date and re-fruit next year.

Piles of bugfixery, too.
Just got bit by a zombie hunter, can confirm. What were the changes with dragging? I pushed a couple benches lockers and shopping carts around and found no difference, unless it was regarding speed while dragging?
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 09, 2014, 04:21:10 PM
Maybe dragging is more realistic regarding strength now?
Title: Re: Latest experimental features.
Post by: FrankyPlaysGames on October 09, 2014, 04:26:43 PM
Maybe dragging is more realistic regarding strength now?
I had 8 strength and pulled a locker without straining myself, so that might be it.
Whoops, I was using the wrong version testing it again. With 8 strength I couldn't even move it.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 09, 2014, 04:41:42 PM
It adds the weight of the items in the furniture into the strength requirement, and I capped how heavy it could be before you just couldn't budge it.
Title: Re: Latest experimental features.
Post by: Sunflash on October 09, 2014, 04:45:20 PM
....Are the various 'roguelike' class professions supposed to have a point cost of 0?

Seems kinda...overpowered....
Title: Re: Latest experimental features.
Post by: FrankyPlaysGames on October 09, 2014, 04:47:03 PM
It adds the weight of the items in the furniture into the strength requirement, and I capped how heavy it could be before you just couldn't budge it.
Ah, does it also go based off the required ingredients? So if it takes 3 planks to make a cupboard and those 3 planks weigh 20 pounds all together, will the cupboard weigh 20 pounds empty? I'm sure weight doesn't work like that in Cata, but it was just an example.
My 8 strength character could not even budge an empty locker, this changes a lot. Usually I can run through houses with hordes behind me and feel safe using furniture to slow them down, but now that seems like less of an option.
....Are the various 'roguelike' class professions supposed to have a point cost of 0?

Seems kinda...overpowered....
Very overpowered, Ranger and Rogue are so fun to play, and I think it's better to play them RP style. Makes me think of Evil Dead 3, where he goes back in time, but reversed.
At least they're mods, so you don't need to play with them.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 09, 2014, 04:58:42 PM
By items in the furniture I mean things like rifles in a locker.
Not sure why you can't budge a locker anymore, if you can't budge it now, it should have taken you a minute or more per step to move it previously.
Title: Re: Latest experimental features.
Post by: FrankyPlaysGames on October 09, 2014, 05:23:25 PM
By items in the furniture I mean things like rifles in a locker.
Not sure why you can't budge a locker anymore, if you can't budge it now, it should have taken you a minute or more per step to move it previously.
Ah, I assumed that to be the case.
(http://i.imgur.com/J7jL8yn.png)
Title: Re: Latest experimental features.
Post by: i2amroy on October 09, 2014, 06:22:04 PM
Heads up everyone, but I made a small goof that breaks saves going from pre build 2211 when updating to 2211. I should get a fix up in a few hours with any luck, so if you are carrying over saves you might need to wait a bit to play the absolute latest. Sorry bout that!
Title: Re: Latest experimental features.
Post by: Sunflash on October 09, 2014, 07:20:26 PM
Heads up everyone, but I made a small goof that breaks saves going from pre build 2211 when updating to 2211. I should get a fix up in a few hours with any luck, so if you are carrying over saves you might need to wait a bit to play the absolute latest. Sorry bout that!

Oh so that wasn't just me. Oh well. :P
Title: Re: Latest experimental features.
Post by: i2amroy on October 09, 2014, 11:09:50 PM
Save transitions should be fixed now, a big thank you to Narc0tiq for merging my fix in once I got the PR up.
Title: Re: Latest experimental features.
Post by: Shoes on October 10, 2014, 11:43:22 AM
My wonderful windchill PR has been merged :3 That means wind and humidity will make you warmer or colder. If the weather gets too bad, you might have to wait out the storm in a house! Make a nice little fire and let the warm air fill the room...
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on October 10, 2014, 02:30:49 PM
My wonderful windchill PR has been merged :3 That means wind and humidity will make you warmer or colder. If the weather gets too bad, you might have to wait out the storm in a house! Make a nice little fire and let the warm air fill the room...

*Burn down the house because there are no simple way of holding in a fire without dying of smoke inhalation
Title: Re: Latest experimental features.
Post by: Robik on October 10, 2014, 03:01:17 PM
My wonderful windchill PR has been merged :3 That means wind and humidity will make you warmer or colder. If the weather gets too bad, you might have to wait out the storm in a house! Make a nice little fire and let the warm air fill the room...

*Burn down the house because there are no simple way of holding in a fire without dying of smoke inhalation

Haha, exactly! That suggestion with nice little fire made me chuckle.
Title: Re: Latest experimental features.
Post by: jinzaditen on October 10, 2014, 03:29:51 PM
Guys, about the windchill mechanic...

~It's the first day of spring and... (no, no, it's a joke, I'm in summer already.)

I'm getting -205ºC by riding a bike, and I'm not naked or anything D:

(how do I upload a screenshot? I tried to do it by the "attach" tool and it said the Upload Folders were full!)

Thank you!
Title: Re: Latest experimental features.
Post by: BigD145 on October 10, 2014, 04:29:52 PM
I'm sleeping in a sleeping bag and wrapped up completely head to toe in multiple layers with 20ish warmth each. My hands are the warmest part of me out of all the body parts. Everything is between 0 and 19 in the @ screen. I slept overnight in a vehicle and my hands are the only thing frost nipped. When did Cata go opposite day?
Title: Re: Latest experimental features.
Post by: 12doze12 on October 10, 2014, 04:53:55 PM
My wonderful windchill PR has been merged :3 That means wind and humidity will make you warmer or colder. If the weather gets too bad, you might have to wait out the storm in a house! Make a nice little fire and let the warm air fill the room...

Thanks for your contribution, I was following in GitHub waiting for it to get merged, cant wait to try it.
Title: Re: Latest experimental features.
Post by: Pthalocy on October 10, 2014, 05:18:52 PM
Jinzaditen, you will want to make an account on say, imgur, and upload your images there. Then you get their url's from imgur and post those in the text body of your posts here. (click insert image button, then paste the url between the "[img]"-looking text the insert button places.) Imgur has all the room to host your pics, cata's forums doesn't, but will relay whatever from other sites.
Title: Re: Latest experimental features.
Post by: jinzaditen on October 10, 2014, 05:38:49 PM
Thank you, Pthalocy! I'll do that!
Title: Re: Latest experimental features.
Post by: Shoes on October 10, 2014, 07:51:50 PM
Guys, about the windchill mechanic...

~It's the first day of spring and... (no, no, it's a joke, I'm in summer already.)

I'm getting -205ºC by riding a bike, and I'm not naked or anything D:

I am compiling a fix for it. In source code world, the units of a vehicle's speed is mph * 100. Who knew!

I'm sleeping in a sleeping bag and wrapped up completely head to toe in multiple layers with 20ish warmth each. My hands are the warmest part of me out of all the body parts. Everything is between 0 and 19 in the @ screen. I slept overnight in a vehicle and my hands are the only thing frost nipped. When did Cata go opposite day?

The body parts are now measured from -100 to +100, so 0 - 20 is good. The fact you got frostnip is interesting, but it's no worries really. Frostnip is essentially "my fingers are so cold they are numb". Frostnip will only move to frostbite if conditions are bad enough.
Title: Re: Latest experimental features.
Post by: kingorkami on October 10, 2014, 08:18:45 PM
I'm getting -205ºC by riding a bike, and I'm not naked or anything D:

Haha this is awesome!
Imagine this one poor guy, he's trying to outrun zombies when he suddenly hears a roaring engine coming up the street. He thinks "hurray! Another survivor who will save my ass"
And to his surprise, it's a big block of ice with a scared guy inside riding a bike instead.
Title: Re: Latest experimental features.
Post by: BigD145 on October 10, 2014, 08:35:55 PM

I'm sleeping in a sleeping bag and wrapped up completely head to toe in multiple layers with 20ish warmth each. My hands are the warmest part of me out of all the body parts. Everything is between 0 and 19 in the @ screen. I slept overnight in a vehicle and my hands are the only thing frost nipped. When did Cata go opposite day?

The body parts are now measured from -100 to +100, so 0 - 20 is good. The fact you got frostnip is interesting, but it's no worries really. Frostnip is essentially "my fingers are so cold they are numb". Frostnip will only move to frostbite if conditions are bad enough.

Yes, but my hands are the warmest part of me. Most of my body parts are at or near 0. Sleeping overnight in a vehicle seat with a sleeping bag on it made my warmest body part get frostnip and no other body part was affected. There is a whole chain of messages mentioning hands and nothing else.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on October 10, 2014, 08:49:18 PM
Jinzaditen, you will want to make an account on say, imgur, and upload your images there. Then you get their url's from imgur and post those in the text body of your posts here. (click insert image button, then paste the url between the "[img]"-looking text the insert button places.) Imgur has all the room to host your pics, cata's forums doesn't, but will relay whatever from other sites.
Also don't put in just the URL, right click on the uploaded picture and click on the one that says copy image location IIRC. Now when you post the url it should have a .jpg .gif .whatever at the end of the URL
Title: Re: Latest experimental features.
Post by: Pthalocy on October 10, 2014, 09:09:30 PM
Yeah, imgur gives you a couple options for what you want to paste in. One of them already includes the same code "insert image" adds in the forum text box, which will save you a step. They're all labelled in imgur to make it clear which you want.
Title: Re: Latest experimental features.
Post by: saltmummy626 on October 11, 2014, 02:05:29 AM
have not actually tried the latest experimental yet, does the wind blow things around? like smoke or gas being pushed in the direction the wind is blowing?
Title: Re: Latest experimental features.
Post by: KA101 on October 11, 2014, 02:09:26 AM
have not actually tried the latest experimental yet, does the wind blow things around? like smoke or gas being pushed in the direction the wind is blowing?

Not yet.  Fields would be acceptable, stuff, not so much (absent a tornado, hurricane, etc)
Title: Re: Latest experimental features.
Post by: Shoes on October 11, 2014, 11:48:57 AM
have not actually tried the latest experimental yet, does the wind blow things around? like smoke or gas being pushed in the direction the wind is blowing?

Not yet.  Fields would be acceptable, stuff, not so much (absent a tornado, hurricane, etc)

I would love to do that, but it's beyond my programming abilities. Well, it's beyond my abilities to do it properly, with wind moving around buildings and cars...
Title: Re: Latest experimental features.
Post by: ID404-NotFound on October 12, 2014, 05:47:26 AM
 This new warmth mechanic has me a bit offguard, I feel like I'm cold all the time, especially when I sleep!

I find it funny though, for the moment after I drink coffee, I have instead of Chilly, it's Chilly(Rising!!) and main body parts have 60 (in pink)
Title: Re: Latest experimental features.
Post by: Metekillot on October 12, 2014, 08:49:39 AM
have not actually tried the latest experimental yet, does the wind blow things around? like smoke or gas being pushed in the direction the wind is blowing?

Not yet.  Fields would be acceptable, stuff, not so much (absent a tornado, hurricane, etc)

I would love to do that, but it's beyond my programming abilities. Well, it's beyond my abilities to do it properly, with wind moving around buildings and cars...
Oh, it's totally feasible. Now, doing it cleanly, readably, logically, and efficiently. . .
Title: Re: Latest experimental features.
Post by: g - sawn-off shotgun (2) on October 12, 2014, 12:59:27 PM
The "New" smoke effect from smoking cigarretes/cigars/joints is simply horrible. Not only intrusive and ugly but also it lasts for ages if it is indoors. The old effect was way better. Can we have it back? Thanks!

Forgot to say: Im playing experimental console version. I have no idea about how cig smoke looks like in tiles version.
Title: Re: Latest experimental features.
Post by: Pthalocy on October 12, 2014, 02:49:56 PM
Yeah, I think when I'm indoors the smoke's getting obscured, and then however drawing previously-hidden-tiles works is considering it a permanent part of the architecture until a harder map reload (using stairs).

Good to know it's a graphical change, and not because my guy got so addicted he smoked his pipe that much harder. Also, pipes seem to be giving me the older method of smoking, immediate use, one hit, effects. None of that 'lit for a while' business. Downside is I seem to be getting nothing but -50 morale cravings by activating it. It literally only makes things worse in the last few experimentals I've had any time to try this week.

Cigarettes/joints, on the otherhand, are working wonderfully. I have a bazillion cig butts that can and will be re-used.
Title: Re: Latest experimental features.
Post by: Shoes on October 12, 2014, 03:26:20 PM
This new warmth mechanic has me a bit offguard, I feel like I'm cold all the time, especially when I sleep!

I find it funny though, for the moment after I drink coffee, I have instead of Chilly, it's Chilly(Rising!!) and main body parts have 60 (in pink)

I didn't code any of that ;p so who knows what's going on there! Also if you have clothing on the same tile you are sleeping on, you will use it for warmth without needing to wear it. For example, you can drop 4 blankets on your bed and never need to worry again.
Title: Re: Latest experimental features.
Post by: Murphy on October 12, 2014, 09:15:09 PM
I found a road roller. Those metal drums are my dream for zombie (and everything else) crushing.
My new deathmobile will have them, and super-powerful engines to lug them around.
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 12, 2014, 09:19:00 PM
The Solar Roller VI used to have them, until I realized that even 6 large electric engines could not make the thing go faster than 40 mph. I make due with wide wheels and hard plating.
Title: Re: Latest experimental features.
Post by: Antistar on October 13, 2014, 03:59:55 AM
I just put rollers on the front and back of my 'SupeRV' (a converted APC) yesterday, actually. I had to replace the V8 engine with a V12 to get it to go a decent speed, as it now weighs around 12 tonnes. The APC's original wheels are still on there too; not sure if they're just dangling there uselessly now or what.

The rollers themselves seem pretty good, but running things over still seems to damage the side mirrors a ridiculous amount, even when they're not getting hit themselves. Maybe I'll just have to do without the mirrors.
Title: Re: Latest experimental features.
Post by: KA101 on October 13, 2014, 11:30:56 PM
I just put rollers on the front and back of my 'SupeRV' (a converted APC) yesterday, actually. I had to replace the V8 engine with a V12 to get it to go a decent speed, as it now weighs around 12 tonnes. The APC's original wheels are still on there too; not sure if they're just dangling there uselessly now or what.

The rollers themselves seem pretty good, but running things over still seems to damage the side mirrors a ridiculous amount, even when they're not getting hit themselves. Maybe I'll just have to do without the mirrors.

FWIW a road roller IRL tends to top out around 7-10 MPH.  So yeah, roller drums are hella heavy and are intended to slow you down.
Title: Re: Latest experimental features.
Post by: Antistar on October 14, 2014, 02:10:29 AM
FWIW a road roller IRL tends to top out around 7-10 MPH.  So yeah, roller drums are hella heavy and are intended to slow you down.

Yeah, I'm actually surprised at how fast it's going with the v12 in it; its top safe speed is around 110 km/h!


Edit: I had misremembered; it's top safe speed is actually 142 km/h. Madness.
Title: Re: Latest experimental features.
Post by: saltmummy626 on October 14, 2014, 04:23:38 AM
Jumper cables. thank god I dont have to use up precious batteries fueling my cars.
Title: Re: Latest experimental features.
Post by: jokaro on October 14, 2014, 07:18:59 AM
FWIW a road roller IRL tends to top out around 7-10 MPH.  So yeah, roller drums are hella heavy and are intended to slow you down.

Yeah, I'm actually surprised at how fast it's going with the v12 in it; its top safe speed is around 110 km/h!

I would think that going at a speed of 100km/h on roller drums would not be so good for the vehicle. Would think that the vehicle would be impossible to handle and would probably start shaking to the point where the parts would start breaking down.
Title: Re: Latest experimental features.
Post by: Murphy on October 14, 2014, 11:10:33 AM
Yeah, but then they should also be able to crush everything even at low speeds.
Title: Re: Latest experimental features.
Post by: EkarusRyndren on October 14, 2014, 11:26:21 AM
FWIW a road roller IRL tends to top out around 7-10 MPH.  So yeah, roller drums are hella heavy and are intended to slow you down.

Yeah, I'm actually surprised at how fast it's going with the v12 in it; its top safe speed is around 110 km/h!


Edit: I had misremembered; it's top safe speed is actually 142 km/h. Madness.

It's worth mentioning "safe" just means "No damage to the engine"
Title: Re: Latest experimental features.
Post by: KA101 on October 15, 2014, 09:59:18 AM
Coolthulhu came through with a recipe for unfermented vinegar.  Another reason to build fermentation vats and get farming--and thereby pickle food and make batteries.

Rivet & Skidborg reined in some overly-powerful condiments, BevapDin with some turret code reworks--makes the iuses more genericized AND links critter HP to damage state; perhaps more importantly, fixed a nasty memory leak in field handling, so hopefully forests getting fungal-haze'd will only terrify you and not your processor.  drbig cleaned up critter special-attack formatting (should be hella easier to read and edit 'em now, especially with i2amroy having added support for multiple specials).

And the translation crew is keeping things up to spec.  German and Russian are looking good, Danish updated, and we're now looking at an Argentina localization.
Title: Re: Latest experimental features.
Post by: eatdembeanz on October 16, 2014, 05:04:56 AM
Is there a way to see what exactly has changed between each experimental update? There's multiple updates in a day, but I'm not sure what has changed, exactly.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 16, 2014, 05:52:28 AM
The canonical location is:
https://github.com/CleverRaven/Cataclysm-DDA/commits/master
That's ALL the changes at the code level.

This might be friendlier:
https://github.com/CleverRaven/Cataclysm-DDA/pulls?q=is%3Apr+is%3Amerged
This is the most recently merged pull requests, so it groups the changes more logically than the raw commit list.

I also configured this service called waffle.io to build a "sprint board" for us, which might be useful to coordinate on priorities, but we haven't fully adopted it.
https://waffle.io/CleverRaven/Cataclysm-DDA
Title: Re: Latest experimental features.
Post by: i2amroy on October 16, 2014, 07:35:07 AM
For a bare bones thing you might also want to check out http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/changes (http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/changes).
Title: Re: Latest experimental features.
Post by: eatdembeanz on October 16, 2014, 02:53:52 PM
Thanks for the info! I figured it had something to do with the Github, but I didn't know what to look for.
Title: Re: Latest experimental features.
Post by: 12doze12 on October 16, 2014, 03:24:27 PM
Your best chance is to go to github and see pull requests and issues, I do that once every so often to know what as changed.
Title: Re: Latest experimental features.
Post by: BigD145 on October 16, 2014, 06:11:54 PM
Is there a way to see what exactly has changed between each experimental update? There's multiple updates in a day, but I'm not sure what has changed, exactly.

https://github.com/CleverRaven/Cataclysm-DDA/commits/master
Title: Re: Latest experimental features.
Post by: thedemondude1 on October 17, 2014, 04:34:45 AM
In one of the new experimental I found something in the shelter lockers.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: BigD145 on October 17, 2014, 05:45:27 AM
In one of the new experimental I found something in the shelter lockers.
(click to show/hide)

Yes, that's a recent change that was made.
Title: Re: Latest experimental features.
Post by: Sean Mirrsen on October 19, 2014, 09:07:57 AM
In the "small changes you're unlikely to notice" department, there is now an "instant re-roll" option when you create a new random character, and the overmap can be assigned an extra font, separate from text.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 19, 2014, 08:43:44 PM
Bug reports and questions about features are off-topic for this thread and will be moved or deleted based on my mood, first post updated to reflect this.
Title: Re: Latest experimental features.
Post by: KA101 on October 21, 2014, 07:41:32 AM
Just merged Mdnthrvst's new profession & start scenario.  "Wilderness" drops you in the forest, and lets you take any previous outdoorsy type...or the stout Naturalist, who only uses things she has been able to find or make in nature.  She's got the gear and skills to do pretty well from the start (a point of Construction wouldn't be amiss if you're into terrain-modification), so if you're into solid wilderness survival, this may be the profession for you.

Drugs now carry their generic names as part of the description thanks to Desrik, and Rivet fixed the "placeholder ammo" showing up.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on October 21, 2014, 10:22:32 PM
Just merged Mdnthrvst's new profession & start scenario.  "Wilderness" drops you in the forest, and lets you take any previous outdoorsy type...or the stout Naturalist, who only uses things she has been able to find or make in nature.  She's got the gear and skills to do pretty well from the start (a point of Construction wouldn't be amiss if you're into terrain-modification), so if you're into solid wilderness survival, this may be the profession for you.

Drugs now carry their generic names as part of the description thanks to Desrik, and Rivet fixed the "placeholder ammo" showing up.
Oh wow sounds cool, you guys have been awesome with all these updates! Any chance the stable release is coming out soon?
Title: Re: Latest experimental features.
Post by: Jarlaxle on October 22, 2014, 04:37:11 AM
Just merged Mdnthrvst's new profession & start scenario.  "Wilderness" drops you in the forest, and lets you take any previous outdoorsy type...or the stout Naturalist, who only uses things she has been able to find or make in nature.  She's got the gear and skills to do pretty well from the start (a point of Construction wouldn't be amiss if you're into terrain-modification), so if you're into solid wilderness survival, this may be the profession for you.

Drugs now carry their generic names as part of the description thanks to Desrik, and Rivet fixed the "placeholder ammo" showing up.

 This makes me want to go banzai with my current character to download and try out the new features.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on October 23, 2014, 04:06:07 PM
 I don't normal grab utensils, but when I saw the foon, I knew I had to have it. Don't know how new it is, but it's the first time I've seen it after going through 4 fema camps previously
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 23, 2014, 04:28:16 PM
It's been in there a while. By that I mean it's in the stable.
Title: Re: Latest experimental features.
Post by: Vorpal2 on October 24, 2014, 01:57:14 AM
Anti-Material road blockades terrify me and this is a good thing.

Shocker brutes and bloated zombies stop me just charging through town with a melee weapon.

Getting punched several tiles back into a wall scared the hell out of me, but is awesome.

Starting in winter in a LMOE shelter has me scavenging for food before I care about guns, CBMs, etc. Windchill has me cowering inside around a fireplace and making my trips out as short as possible.
(What would be really evil would be making water freeze.)

Later game, armour nerfs seem to make me less immortal. Especially with .50 BMG turrets.


I'm seriously impressed by how this game just keeps getting better.

Title: Re: Latest experimental features.
Post by: Mdnthrvst on October 24, 2014, 05:56:50 AM
Bionic Sniper profession. Twenty very good shots with an M2010, but you'd best make the most of them, as you have no other combat capabilities to speak of. Luckily you can survive in the wilderness exceptionally easily if need be.
Title: Re: Latest experimental features.
Post by: Elidor VON on October 24, 2014, 05:11:12 PM
Noticed just now that discription of "Thick Tail" mutation has been changed to "You have a long, thick, lizardlike tail. It helps you balance a bit but also makes a servicable whip." I decided to check MUTATIONS screen and found that this mutation now is activatable. There wasn't proper opportunity to use it, so i don't really know what my new thik tail do, but it's still very awesome.

Well now, after attack of enraged mооse, I know what thick tail do. It periodically whipping the enemy. To obvious as for me.

P.S. Please forgive me for my english. I'm from Ukraine :)
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 24, 2014, 09:10:39 PM
Some doors have peepholes now.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on October 25, 2014, 02:33:13 PM
I've been noticing more flavour text on things like chemical imbalance, meth usage etc.

"You feel like you've been poisoned, but you need more, so much more."
"You feel like you need less teeth, you pull one out and it is rotten to the core."
Title: Re: Latest experimental features.
Post by: Inquisitor Dust on October 26, 2014, 07:21:50 AM
I've been noticing more flavour text on things like chemical imbalance, meth usage etc.

"You feel like you've been poisoned, but you need more, so much more."
"You feel like you need less teeth, you pull one out and it is rotten to the core."
God, that sounds terrible.
I love it.
TIME TO GET BACK INTO THE GAME.
Title: Re: Latest experimental features.
Post by: Lorknis on October 26, 2014, 07:32:13 AM
Time to smoke more CRACK! In other news there's a whole bunch of new pissed off underwater monsters for those who live on the boat.
Title: Re: Latest experimental features.
Post by: KA101 on October 26, 2014, 08:17:31 AM
The profession-traits PR landed.  Folks starting with the following professions will now have a little extra going for them:
Police (cop, detective, Cybercop) -> That badge is useful in the right circumstances, and you're trained to pay attention to little things that Don't Seem Right.
Skaters (roller derby, hockey) -> Checking and blocking were part of your life for a while, so fighting on wheels isn't as hard.
Medical Resident -> Your basic OR procedure classes may help you avoid doing something Silly when performing surgery on yourself.

Further upgrades are planned.
Title: Re: Latest experimental features.
Post by: Bonevomit on October 26, 2014, 06:52:42 PM
So, it's like job traits?
Title: Re: Latest experimental features.
Post by: KA101 on October 26, 2014, 09:20:01 PM
So, it's like job traits?

Indeed.  You can quest your way to a lesser version of the Police traits by working with the Old Guard representative, in case you're curious.
Title: Re: Latest experimental features.
Post by: Slax on October 26, 2014, 09:52:01 PM
Playing the detective feels real nice. Must resist... urge... to monologue...
Aw hell, I already did it a bunch in my head. And then said head got smashed in because I couldn't find anything better than the fedora. FFFFFFFFFFFFFFF!
Title: Re: Latest experimental features.
Post by: KA101 on October 27, 2014, 05:47:01 AM
Jokermatt999 with bridge-building (https://github.com/CleverRaven/Cataclysm-DDA/pull/9698).  It's not a trivial construction project AT ALL, but if you've got plenty of wood and plenty of time, you can get yourself over the river.  Maybe even your car.
Title: Re: Latest experimental features.
Post by: Inquisitor Dust on October 27, 2014, 10:34:55 PM
So, it's like job traits?

Indeed.  You can quest your way to a lesser version of the Police traits by working with the Old Guard representative, in case you're curious.
Ooooh, any other quest traits you can pick up? Some non-tangible(?) quest rewards sound interesting.
Title: Re: Latest experimental features.
Post by: KA101 on October 27, 2014, 11:21:45 PM
So, it's like job traits?

Indeed.  You can quest your way to a lesser version of the Police traits by working with the Old Guard representative, in case you're curious.
Ooooh, any other quest traits you can pick up? Some non-tangible(?) quest rewards sound interesting.

Planned, likely won't land in time for 0.B stable.  Hospital-refurb, join a suspiciously Chinese temple, perhaps have entry into the Hell's Raiders, etc.
Title: Re: Latest experimental features.
Post by: Urist McKoga on October 28, 2014, 01:12:01 AM
Nice to see i can now savage my combat boot for kevlar and leather patch. How is that new mechanic? I get 50/50 for combat boots, but did not find any other clothing/armor that have 2 materials.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 28, 2014, 01:39:35 AM
It's currently an even split (it's possible to have more than two materials now), which we might revisit at a later date.  Bundled with that change is a prohibition on cutting up items that include things you can't cut up, like gun barrels.
Title: Re: Latest experimental features.
Post by: Elidor VON on October 28, 2014, 08:06:03 AM
Oh, now I can craft recipes directly from the book, even if my skill level is not high enough for this recipe. It just should be high enough to understand the book. Recipes then will be marked as "not memorized yet" until you successfully make it. That's pretty realistic, kind of learning on practice.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on October 28, 2014, 12:30:23 PM
Yeah I really like knowing what I memorized or haven't :)
Title: Re: Latest experimental features.
Post by: Elidor VON on October 29, 2014, 11:10:00 AM
First new region type added - Desert.
Title: Re: Latest experimental features.
Post by: Snaaty on October 29, 2014, 12:27:44 PM
I believ the region type desert has been there for quite some time now.
Title: Re: Latest experimental features.
Post by: Valpo on October 29, 2014, 03:50:34 PM
Car doors can now carry a volume of 10. nice place for my sidearm.
Title: Re: Latest experimental features.
Post by: eatdembeanz on October 30, 2014, 04:09:32 AM
First new region type added - Desert.

Has the ambient temperature been changed to simulate desert heat, or does it still reach a scorching 25f at noon in the spring? I understand that was one of the things with the desert_test region.
Title: Re: Latest experimental features.
Post by: destrovel on October 30, 2014, 04:23:04 AM
every time i try to cut up certain fabric items, the game crashes and its really getting to be an annoyance.
Title: Re: Latest experimental features.
Post by: KA101 on October 30, 2014, 07:32:03 AM
every time i try to cut up certain fabric items, the game crashes and its really getting to be an annoyance.

I'm compiling the fix now.  There was some administrivia re getting the fix properly attributed, but i2amroy stepped up and sorted it out.

Update: merged.  Other recent fixes include a nerf to tank drones, circular saws getting wood-sawing quality, vehicle-examination handling all possible fuel reserves, "natural" artifacts no longer being buried in their rubble, and glass being easier to break.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on October 31, 2014, 05:44:52 AM
 I don't know how recently it happened, but now filling a container with water is one unit at a time, making filling up large containers a tedium :(
Title: Re: Latest experimental features.
Post by: KA101 on October 31, 2014, 06:28:38 AM
I don't know how recently it happened, but now filling a container with water is one unit at a time, making filling up large containers a tedium :(

Couple different potential culprits there: the recent change to AIM liquid handling and the AIM time check come to mind.
Title: Re: Latest experimental features.
Post by: Robik on October 31, 2014, 06:40:54 AM
Fix for container filling from infinite source is PRed.

https://github.com/CleverRaven/Cataclysm-DDA/pull/9760
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 31, 2014, 07:33:49 AM
I'm just gonna leave this here...
Current changelog.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: Tchey on October 31, 2014, 09:05:12 AM
This is so impressive ! Thanks you for all the hard work you all put into this game, you are making the most complete survival game i can think about, including roguelike, Rust-like, zombie gamesand all... Even the old fully bugged Robinson's Requiem from 1994 is beaten now.
Title: Re: Latest experimental features.
Post by: Elidor VON on October 31, 2014, 01:28:53 PM
Friendly NPC just sit on the free seat in my car. Now we riding together. Also he is not jumped off when zombie was near.  Is this new feature, or I just too rarely communicate with NPC?
Title: Re: Latest experimental features.
Post by: tivasyk on October 31, 2014, 02:11:53 PM
I'm just gonna leave this here...
Current changelog.
(click to show/hide)
truly fantastic! thank you also for sharing the log.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 31, 2014, 04:55:01 PM
Friendly NPC just sit on the free seat in my car. Now we riding together. Also he is not jumped off when zombie was near.  Is this new feature, or I just too rarely communicate with NPC?
That's been sometimes working for a while now, but I seem to remember a bug fix to it relatively recently.  OTOH as reported by Narc, they refuse to wear seatbelts, with tralarious* results.

*New word I just coined, tragic + hilarious.
Title: Re: Latest experimental features.
Post by: Elidor VON on October 31, 2014, 06:55:05 PM
That's been sometimes working for a while now, but I seem to remember a bug fix to it relatively recently.
I actually meant that this is good. Car was moving pretty fast, so jumping off could lead to some tralarious(pretty fit to a lot of NPC's actions :D) results.
I'm sorry if I say something incorrectly. My English is pretty awful.
Title: Re: Latest experimental features.
Post by: XxDrinkBleachxX on October 31, 2014, 07:40:20 PM
Saw an NPC miss with a flamethrower once. I have a new flamethrower now.
Title: Re: Latest experimental features.
Post by: BigLie on October 31, 2014, 09:04:20 PM
This is so impressive ! Thanks you for all the hard work you all put into this game, you are making the most complete survival game i can think about, including roguelike, Rust-like, zombie gamesand all... Even the old fully bugged Robinson's Requiem from 1994 is beaten now.

I concur with this post, thanks.

...Necropolis?
Title: Re: Latest experimental features.
Post by: prytoclasm on November 01, 2014, 03:48:00 PM
I had to kill an NPC that was blocking the only way out of the room, now I'm feeling guilt for killing an innocent, but he wasn't innocent, he was blocking the door!
Title: Re: Latest experimental features.
Post by: youtoo on November 01, 2014, 05:13:36 PM
So its worth turning npcs on now?
Title: Re: Latest experimental features.
Post by: i2amroy on November 01, 2014, 06:41:45 PM
So its worth turning npcs on now?
I'd say turn on static NPC's but leave dynamic off.
Title: Re: Latest experimental features.
Post by: Urist McKoga on November 02, 2014, 11:24:44 AM
Yeah, i play with static on and dinamic off and i did not receive crash or debugs messages.
Title: Re: Latest experimental features.
Post by: Tchey on November 02, 2014, 11:47:59 AM
Same here about NPC. Static ON, dynamic OFF and it seems i have no crash related to them so far.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on November 02, 2014, 02:00:24 PM
I had to kill an NPC that was blocking the only way out of the room, now I'm feeling guilt for killing an innocent, but he wasn't innocent, he was blocking the door!

When I moved toward an NPC and it gave the "attack?" option, after saying No, it told me that they got out of my way.
Title: Re: Latest experimental features.
Post by: Pageman on November 02, 2014, 09:56:39 PM
I had to kill an NPC that was blocking the only way out of the room, now I'm feeling guilt for killing an innocent, but he wasn't innocent, he was blocking the door!

When I moved toward an NPC and it gave the "attack?" option, after saying No, it told me that they got out of my way.

If you walk into then and press N to the prompt they will get out you way, but also don't be on their way they get mad, real mad :B
Title: Re: Latest experimental features.
Post by: tivasyk on November 03, 2014, 05:50:58 AM
also don't be on their way they get mad, real mad :B
eh… there's a couple of typos in the word "dead" here ;-)
Title: Re: Latest experimental features.
Post by: 123456789 on November 03, 2014, 10:51:36 AM
I had to kill an NPC that was blocking the only way out of the room, now I'm feeling guilt for killing an innocent, but he wasn't innocent, he was blocking the door!

When I moved toward an NPC and it gave the "attack?" option, after saying No, it told me that they got out of my way.

If you walk into then and press N to the prompt they will get out you way, but also don't be on their way they get mad, real mad :B

They literally will not shut up when we're fighting something and they wanna shoot it but i'm in the way. I've killed so many npcs because they wouldnt shut up. Then one had a flame thrower and annihilated me
Title: Re: Latest experimental features.
Post by: Urist McKoga on November 03, 2014, 07:07:39 PM
I have found a item that i never sew before
(click to show/hide)
Any tips?
Title: Re: Latest experimental features.
Post by: Snaaty on November 03, 2014, 08:42:21 PM
That sorta sounds like an artifact? Not very sure of it, though.
Title: Re: Latest experimental features.
Post by: mattychan on November 03, 2014, 09:08:59 PM
I have found a item that i never sew before
(click to show/hide)
Any tips?

It is an artifact.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: Urist McKoga on November 03, 2014, 09:54:51 PM
Ya, is a artifact =P. Playing with new experimental and i forget about old features kkk.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on November 03, 2014, 09:59:05 PM
I noticed there is no more temperature gauge
Title: Re: Latest experimental features.
Post by: KA101 on November 04, 2014, 12:41:07 AM
Just a heads-up: we're gonna increase realism again (https://github.com/CleverRaven/Cataclysm-DDA/pull/9807).  Boiling water and several cooking recipes will take longer for single-serves

BUT

if you prepare it in quantity, you save on prep time.  The second and all subsequent units will take less time to make than the first did.  We've had the batch-time-reduction infrastructure sitting around for a while, but now you're going to have an incentive to use it.

HOWTO batch-craft:
When in the crafting menu, select the recipe you want to make, then hit B to bring up the batch list: you can go from making 1 (default behavior) up to 20 in one process.  Scrolling through the options will allow you to see how crafting more than one at a time will affect the process.

Not every recipe benefits from time-savings: in particular, cooking can be cooked in parallel (takes a bit longer to prep the 2d-5th serving, but you cook it all at the same time, so all 5 are done at once)  but weaponsmithing, etc tends to be in series (you have to sharpen and fire-harden every javelin individually).
Title: Re: Latest experimental features.
Post by: Jarlaxle on November 05, 2014, 05:24:41 PM
Just a heads-up: we're gonna increase realism again (https://github.com/CleverRaven/Cataclysm-DDA/pull/9807).  Boiling water and several cooking recipes will take longer for single-serves

BUT

if you prepare it in quantity, you save on prep time.  The second and all subsequent units will take less time to make than the first did.  We've had the batch-time-reduction infrastructure sitting around for a while, but now you're going to have an incentive to use it.

HOWTO batch-craft:
When in the crafting menu, select the recipe you want to make, then hit B to bring up the batch list: you can go from making 1 (default behavior) up to 20 in one process.  Scrolling through the options will allow you to see how crafting more than one at a time will affect the process.

Not every recipe benefits from time-savings: in particular, cooking can be cooked in parallel (takes a bit longer to prep the 2d-5th serving, but you cook it all at the same time, so all 5 are done at once)  but weaponsmithing, etc tends to be in series (you have to sharpen and fire-harden every javelin individually).

 I had no idea I could boil more than one clean water at a time, figured it was just the way it was. Awesome thanks much.
Title: Re: Latest experimental features.
Post by: KA101 on November 06, 2014, 05:31:30 AM
Lotsa bugfixes tonight.

§

BevapDin  Fixing!
Xe is uninjured
Sorting through the tracker,
smashing bugs like nothing,
filing all the PRs,
actual developer BevapDin.
Title: Re: Latest experimental features.
Post by: Vorpal2 on November 06, 2014, 07:54:24 AM
Lotsa bugfixes tonight.

§

BevapDin  Fixing!
Xe is uninjured
Sorting through the tracker,
smashing bugs like nothing,
filing all the PRs,
actual developer BevapDin.

But wait it's not done! (segfault surprise)
There's a bug in your code, and sleep in your eyes.
But you can drink some coffee
Keyboardslam segfaulting cataDD code
Title: Re: Latest experimental features.
Post by: Valpo on November 06, 2014, 02:59:31 PM
You have a handsome set of feline whiskers around your mouth.

´Someone changed the descriptive text ... i consider this a feature.
Title: Re: Latest experimental features.
Post by: BigLie on November 06, 2014, 08:03:25 PM
You have a handsome set of feline whiskers around your mouth.

´Someone changed the descriptive text ... i consider this a feature.

Are these whiskers of any use by the way?
Title: Re: Latest experimental features.
Post by: Valpo on November 06, 2014, 08:40:58 PM

Are these whiskers of any use by the way?

Well i guess they increase your dodge chance... but who cares? THEY LOOK HANDSOME!
Title: Re: Latest experimental features.
Post by: detahramet on November 06, 2014, 11:16:04 PM
So I noticed that professions now have traits that go with them. What does the 'MD' trait from the medical resident profession do?
Title: Re: Latest experimental features.
Post by: KA101 on November 07, 2014, 12:39:49 AM
So I noticed that professions now have traits that go with them. What does the 'MD' trait from the medical resident profession do?

Planned: legit login to hospital computers (requires an overhaul of DDA's computer-handling though, so waiting until after the stable lands before I break everything), possibly warning of potential drug OD, likely NPC/pet healing at some point.

Currently, you have a basic knowledge of OR procedures.  You're not significantly more likely to succeed at bionic installs, but much less likely to take significant failures, and immune to Faulty Installs because you know the bionic does not go up your nose or in your mouth.
Title: Re: Latest experimental features.
Post by: Shoes on November 07, 2014, 10:40:09 AM
I noticed there is no more temperature gauge

Yup, you now need tools to read things like the air temperature, sort of like how a watch is needed to read time. At the moment, the power helmets do this and the weather reading CBM does this.

And if you really just need to know, you can debug-wish yourself a "pocket meteorologist" that reads it all for you.
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 07, 2014, 12:18:50 PM
A new CBM? Awwwwwwwwwww yiss.
Title: Re: Latest experimental features.
Post by: Xelanthol on November 07, 2014, 01:48:47 PM
You guys are amazing, thank you for your work on this!
Title: Re: Latest experimental features.
Post by: Shoes on November 07, 2014, 03:01:10 PM
A new CBM? Awwwwwwwwwww yiss.

It reads the weather, don't get too excited ;p
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 07, 2014, 03:36:47 PM
Don't care, still cool. Lets me reinforce my role as the god of fungus, vehicles, and bionics.
Title: Re: Latest experimental features.
Post by: Pthalocy on November 07, 2014, 06:01:47 PM
Cigarette smoke looks less intrusive again, yay! I like it changing the colour of everything to gray rather than obscuring it entirely.

I don't remember there being linoleum as an option for floors, not until I poured some bad water out in a bathroom. (thought it was my rainwater bottle).
Title: Re: Latest experimental features.
Post by: vultures on November 09, 2014, 09:39:21 AM
Quote from: Shoes
It reads the weather, don't get too excited ;p

So a Widget in lamers' terms, only body-inserted via peculiar means? :P

Damn Windoze...
Title: Re: Latest experimental features.
Post by: jokermatt999 on November 13, 2014, 10:03:14 PM
https://github.com/CleverRaven/Cataclysm-DDA/commit/efef827224faaeae966996c90d82ba45537135bd

Tankbot and Chicken Walker balances! :D
Title: Re: Latest experimental features.
Post by: KA101 on November 13, 2014, 10:53:36 PM
https://github.com/CleverRaven/Cataclysm-DDA/commit/efef827224faaeae966996c90d82ba45537135bd

Tankbot and Chicken Walker balances! :D

120mm and 40mm turrets got some attention but most of it was the MULTI_ROBOT monattack.  The chickenbot was a documentation update.

And there's no need for further comment.  Thank you.
Title: Re: Latest experimental features.
Post by: Wally-kun on November 14, 2014, 01:49:09 AM
I took a little while to try the next experimental version, so I haven't played the latest, but over several versions now I have noticed a very peculiar happening: when it's dark and you're unable to see any zombies, you have the names visible to you on the radar. This has proved vital to avoiding zombies in the dead of night to make looting actually safe, but I can't help but wonder how in the blazes this even is supposed to work. My character of choice DOES have night vision perk, but I wouldn't think she would be able to see the enemies unless they're up close.

One particular feature I really liked was a few versions ago, when you moved in darkness and couldn't see there would be those orange footsteps of enemies walking around and of noises being made. I thought that was fantastic and actually made it so I could 'hear' instead of just getting announcements that something went "CRASH" in this vague direction. I really liked that. It felt like I was actually hearing. But the for the last several versions it's gone away.

Is that something that will ever come back? And how about the aforementioned thing about seeing in the dark? Is that intentional? Or is that something about the night vision perk that wasn't specified?
Title: Re: Latest experimental features.
Post by: KA101 on November 14, 2014, 01:51:12 AM
Should have been fixed two days ago.  If not, post in the Garage, please.
Title: Re: Latest experimental features.
Post by: Void Space on November 14, 2014, 04:17:07 PM
GIVES US THE PRECIOUS
Title: Re: Latest experimental features.
Post by: detahramet on November 14, 2014, 10:33:43 PM
I took a little while to try the next experimental version, so I haven't played the latest, but over several versions now I have noticed a very peculiar happening: when it's dark and you're unable to see any zombies, you have the names visible to you on the radar. This has proved vital to avoiding zombies in the dead of night to make looting actually safe, but I can't help but wonder how in the blazes this even is supposed to work. My character of choice DOES have night vision perk, but I wouldn't think she would be able to see the enemies unless they're up close.

One particular feature I really liked was a few versions ago, when you moved in darkness and couldn't see there would be those orange footsteps of enemies walking around and of noises being made. I thought that was fantastic and actually made it so I could 'hear' instead of just getting announcements that something went "CRASH" in this vague direction. I really liked that. It felt like I was actually hearing. But the for the last several versions it's gone away.

Is that something that will ever come back? And how about the aforementioned thing about seeing in the dark? Is that intentional? Or is that something about the night vision perk that wasn't specified?

I would have thought the type of zombie showing up on the radar would just be an example of your character hearing the sound the zombies make when the move around, and reasoning that each zombie has a unique-ish sound
Title: Re: Latest experimental features.
Post by: Wally-kun on November 15, 2014, 09:13:29 PM

I would have thought the type of zombie showing up on the radar would just be an example of your character hearing the sound the zombies make when the move around, and reasoning that each zombie has a unique-ish sound

I'd really expect scent to work more along those lines. Since those zed's probably don't smell so good.

Also turns out I was several versions behind and the features all work out fine, but yeah, scent having that sort of effect (when you can "see" things within a certain range if vision is not possible) is a pretty nifty idea. We can already become dog mutants n shit, smell seems like it'd be right up there. That'd be neat.
Title: Re: Latest experimental features.
Post by: secretfire on November 18, 2014, 02:32:31 AM
It feels like they made the temperature far more punishing then in reality - or perhaps the messages that inform us about it seem overly dire. It kinda feels like some southerner's horror story of what it must be like 'up in the far north! where you get snow!' rather then anyone whom has lived there. There's no way that, fully bundled up and in a bed with a down comforter, even in an unheated house, in spring, that you'd get frostbite. Just no way.
Title: Re: Latest experimental features.
Post by: Pthalocy on November 18, 2014, 02:46:38 AM
As someone who is used to some winter and walking at a brisk pace consistently: I find myself having to unbutton my coat, ditch the hat and gloves, and ultimately the scarf, at anything warmer than -5C. I forget what that is in F, probably around 26F? I won't wear the scarf over my mouth until it's colder than -10C. Sitting still, I would be significantly colder. With much wind, colder yet. Wind is really what makes covering bare skin necessary in my experience.

I am not entirely decided on where I feel the temperature descriptions are at either, but I speak as someone who's gotten frostnip from handling cold metal door handles outside for two minutes on a very icy day (-20C ish), but then had to once again unbutton coat layers in similar temperatures because I was running and there was zero wind. There's still too many factors present in the real scenario that aren't also reflected in the weather system - and it'd be stupid complicated if they were.

I guess that wasn't really a suggestion one way or another, just some thoughts I've had.
Title: Re: Latest experimental features.
Post by: youtoo on November 18, 2014, 03:19:37 AM
so how long until everyone is back doing the new experimentals again cause you want to see what just got added?
Title: Re: Latest experimental features.
Post by: KA101 on November 18, 2014, 03:36:37 AM
so how long until everyone is back doing the new experimentals again cause you want to see what just got added?

I've got a streak to maintain, thanks, and that PR hopper ain't gonna empty itself.  0.B is obsolete already.  ;-)
Title: Re: Latest experimental features.
Post by: bubbadoo14 on November 18, 2014, 03:43:32 AM
As someone who is used to some winter and walking at a brisk pace consistently: I find myself having to unbutton my coat, ditch the hat and gloves, and ultimately the scarf, at anything warmer than -5C. I forget what that is in F, probably around 26F? I won't wear the scarf over my mouth until it's colder than -10C. Sitting still, I would be significantly colder. With much wind, colder yet. Wind is really what makes covering bare skin necessary in my experience.

I am not entirely decided on where the temperature descriptions are at just yet either, but I speak as someone who's gotten frostnip from handling cold metal door handles outside for two minutes on a very icy day (-20C ish), but then had to once again unbutton coat layers in similar temperatures because I was running and there was zero wind. There's still too many factors present in the real scenario that aren't also reflected in the weather system - and it'd be stupid complicated if they were.

I guess that wasn't really a suggestion one way or another, just some thoughts I've had.
Not to mention the fact that you live up North where it get's really cold, so you naturally will be more resistant to cold. I for one think you are crazy for living in that temperature, but then again since I am in a desert where it is hot 90oF (32.2222 in celsius, thanks to google calculator.) is pretty nice.
Title: Re: Latest experimental features.
Post by: Pthalocy on November 18, 2014, 04:24:19 AM
I love how Americans always include decimals when reciting Celcius conversions. We just don't do that here. And it's silly. I want a temperature system with the resolution of Fahrenheit but the freezing-point-at-zero of Celsius.

not that north for Canada - I'm close to the border and in a valley. Maybe not resistant to the cold, so much as my body might react faster when it realizes it's time to conserve heat. My hands practically turn off just so my torso can continue to be too hot haha.

Yeah 32 is not common here without it also being 80%+ humidity, which is a horrifying monster very different from that of desert heat. I might actually do really well in that kind of dry summer. Would probably have to chug water like a newbie though.

See this just makes the potential to 'adapt' to (learn to cope with) one's environment makes realistic weather even harder. BLEH! BLEH I SAY!
Title: Re: Latest experimental features.
Post by: Foffy123 on November 19, 2014, 03:46:00 AM
I think in terms of opinions on temperature, we need people who live in New England to weigh in more than anything else.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 19, 2014, 05:16:05 AM
I think in terms of opinions on temperature, we need people who live in New England to weigh in more than anything else.

I dunno if it's different than in Wyoming but you need some snow tires here.
Title: Re: Latest experimental features.
Post by: Coolthulhu on November 19, 2014, 06:14:06 PM
So autosalvage and fire warming are in.

Autosalvage is quite obvious - you'll notice it when butchering a zombie corpse. Very useful if you have "must clean up everything" kind of obsession.

Fire warming makes small fire more useful for warming extremities. You need to stand next to the fire and it works well for hands, OK for arms, but barely for torso and legs. Feet will get a serious benefit only if you can sit on something (currently only chairs, armchairs and benches). If you are comfortable and next to fire, you'll gain a small morale bonus. You also get this bonus from sleeping in a warm bed.
Title: Re: Latest experimental features.
Post by: Jarlaxle on November 19, 2014, 06:16:42 PM
So autosalvage and fire warming are in.

Autosalvage is quite obvious - you'll notice it when butchering a zombie corpse. Very useful if you have "must clean up everything" kind of obsession.

Fire warming makes small fire more useful for warming extremities. You need to stand next to the fire and it works well for hands, OK for arms, but barely for torso and legs. Feet will get a serious benefit only if you can sit on something (currently only chairs, armchairs and benches). If you are comfortable and next to fire, you'll gain a small morale bonus. You also get this bonus from sleeping in a warm bed.

 Awesome, I always felt the way fire worked previous was kinda lame in that it didn't seem to get my character actually warmed up.
Title: Re: Latest experimental features.
Post by: jokermatt999 on November 19, 2014, 07:40:43 PM
<3 Coolthulhu for that autosalvage option. I've added the foldable tag to quite a few more parts, so those should be a little more useful now. I'm hoping to do a rework of the calculations for their volume/weight soon too.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on November 19, 2014, 07:57:06 PM
So autosalvage and fire warming are in.

Autosalvage is quite obvious - you'll notice it when butchering a zombie corpse. Very useful if you have "must clean up everything" kind of obsession.

Fire warming makes small fire more useful for warming extremities. You need to stand next to the fire and it works well for hands, OK for arms, but barely for torso and legs. Feet will get a serious benefit only if you can sit on something (currently only chairs, armchairs and benches). If you are comfortable and next to fire, you'll gain a small morale bonus. You also get this bonus from sleeping in a warm bed.

REALLY?!?!? THIS IS AMAZING
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 19, 2014, 08:10:26 PM
I CAN TEAR UP AN ENTIRE PILE OF ZOMBIE CLOTHING IN A SINGLE BUTTON PUSH

THIS WILL BE GREAT NEXT TIME I NEED A LOT OF ROPE
Title: Re: Latest experimental features.
Post by: Pthalocy on November 19, 2014, 09:06:04 PM
Omg bed is cozy, this is great. It's really cute to me for some reason.

BLEH! I've been using my breaks from campus life and essay-crafting to forum chat, rather than play. I haven't updated cata for a week or two.
Title: Re: Latest experimental features.
Post by: ID404-NotFound on November 20, 2014, 12:32:22 AM
I think in terms of opinions on temperature, we need people who live in New England to weigh in more than anything else.

We need people who live in future New England to weigh in.
Title: Re: Latest experimental features.
Post by: Fengferth on November 20, 2014, 07:54:17 AM
Noticed that ranged combat has changed slightly, rather then just fire you now have the option to steady your aim (costing movement points but allow you to be somewhat more accurate) and attempt to make a precise or careful shot. I'm loving it.
Title: Re: Latest experimental features.
Post by: tivasyk on November 20, 2014, 12:39:29 PM
Noticed that ranged combat has changed slightly, rather then just fire you now have the option to steady your aim (costing movement points but allow you to be somewhat more accurate) and attempt to make a precise or careful shot. I'm loving it.
ah, tasty! next step — selecting body parts (fallout's back!) and collecting headshots  in the kill stats window? =)
Title: Re: Latest experimental features.
Post by: Valpo on November 20, 2014, 03:46:20 PM
A swapable storagebatterycase !!!! omg i always wanted to swap these out easily now i have it i love whoever did this !
Title: Re: Latest experimental features.
Post by: Snaaty on November 20, 2014, 08:23:38 PM
The aiming change seems pretty major to me. I don't know about balance stuff, but it is certainly really cool.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 20, 2014, 10:20:15 PM
So what is new since the last stable branch?
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 20, 2014, 10:30:43 PM
The most noticeable is that when you butcher things, at the bottom of the corpses and disassembling, is clothing you can tear apart. At the very bottom is an option to tear apart everything you can. It's made me very OCD and I love it.
Title: Re: Latest experimental features.
Post by: Mattaclysm on November 20, 2014, 11:45:40 PM
A new enhancement from yobbobanana (https://github.com/CleverRaven/Cataclysm-DDA/pull/10038) shows what you can craft (known recipes) from an item in its description:

(https://cloud.githubusercontent.com/assets/193401/5135289/d6f7a0e6-70e4-11e4-9b62-49e5ddac09a4.png)

This is awesome.
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on November 21, 2014, 01:59:27 AM
New aiming system is the kitties titties
Title: Re: Latest experimental features.
Post by: Tchey on November 21, 2014, 03:03:51 PM
what you can craft (...) This is awesome.

Excellent ! A great addition, even if also a great spoiler.
Title: Re: Latest experimental features.
Post by: Valpo on November 21, 2014, 06:10:33 PM
Did anyone tweak the performance ?? It runs incredible smooth for me right now ... is it a fluke?
Title: Re: Latest experimental features.
Post by: Wanderer on November 21, 2014, 08:30:30 PM
Not only you, me too, everything that before would give the game a hiccup(except sleeping) is now very fast. I guess in the bug catching for the experimental, some code, performance-wise, has been altered for the better :D
Title: Re: Latest experimental features.
Post by: vache on November 21, 2014, 08:56:43 PM
Experimentals usually lack a lot of the optimization that comes with stables.
Title: Re: Latest experimental features.
Post by: KA101 on November 22, 2014, 01:03:52 AM
Experimentals usually lack a lot of the optimization that comes with stables.

Kevin doing a bangup job.

KA101 pulls the pin on a Granade

From the direction of the release-candidate build you hear "OPTIMIZATIONS!!!"
Title: Re: Latest experimental features.
Post by: Nickal on November 22, 2014, 02:07:23 AM
I notice in Closet Pankin's sig that it says a vibrator is not "good" reading material. Are vibrators reading material now?
Title: Re: Latest experimental features.
Post by: Blaze on November 22, 2014, 02:10:22 AM
That's a generic "This item isn't a book" message.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 22, 2014, 03:06:09 AM
That's a generic "This item isn't a book" message.

You must be playing an old branch then.
Title: Re: Latest experimental features.
Post by: KA101 on November 22, 2014, 03:12:02 AM
That's a generic "This item isn't a book" message.

You must be playing an old branch then.

Must be a *really* old branch as I don't know of any point when that wasn't the generic "this doesn't have a read-function" script.  Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system's problems.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 22, 2014, 04:34:36 AM
That's a generic "This item isn't a book" message.

You must be playing an old branch then.

Must be a *really* old branch as I don't know of any point when that wasn't the generic "this doesn't have a read-function" script.  Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system's problems.

It was a joke that in the new branch, you could read vibrators.
Title: Re: Latest experimental features.
Post by: Nickal on November 22, 2014, 05:10:11 AM
That's a generic "This item isn't a book" message.

You must be playing an old branch then.

Must be a *really* old branch as I don't know of any point when that wasn't the generic "this doesn't have a read-function" script.  Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system's problems.

It was a joke that in the new branch, you could read vibrators.

FINALLY SOMEONE GOT IT! Thank You! ****ing thank you. No offense to the other ppl, but damn.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 22, 2014, 06:11:50 AM
That's a generic "This item isn't a book" message.

You must be playing an old branch then.

Must be a *really* old branch as I don't know of any point when that wasn't the generic "this doesn't have a read-function" script.  Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system's problems.

It was a joke that in the new branch, you could read vibrators.

FINALLY SOMEONE GOT IT! Thank You! ****ing thank you. No offense to the other ppl, but damn.

(http://i.imgur.com/HBpbaR3.gif)
Title: Re: Latest experimental features.
Post by: i2amroy on November 22, 2014, 06:20:46 PM
Heads up modders, you can now make and apply your own effects in the latest experimental versions! To see the documentation on exactly how check out here (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/EFFECTS_JSON.md).
Title: Re: Latest experimental features.
Post by: infectedmochi on November 22, 2014, 06:24:57 PM
Heads up modders, you can now make and apply your own effects in the latest experimental versions! To see the documentation on exactly how check out here (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/EFFECTS_JSON.md).

Yes! Thank you for taking the time coding that up, and I see it comes up with nice documentation too.
Title: Re: Latest experimental features.
Post by: Maur on November 22, 2014, 07:41:02 PM
Is there a place where i can read whats getting included i latest releases or you dont have such a list?

Sorry if thats not appropriate place to ask...
Title: Re: Latest experimental features.
Post by: i2amroy on November 22, 2014, 07:50:03 PM
This (https://github.com/CleverRaven/Cataclysm-DDA/pulls?q=is%3Apr+is%3Aclosed) is a list of all recent PR's, the ones that got included (instead of rejected/closed) are purple.
This (http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/changes) is a per-build list of all the commits, which means it's a little harder to parse, but a little more specific in what exactly changed (or at least as specific as the person making the changes was).
Title: Re: Latest experimental features.
Post by: Maur on November 22, 2014, 08:03:11 PM
Thank you very much!

(neckbeard profession? lol.)
Title: Re: Latest experimental features.
Post by: Blaze on November 22, 2014, 09:24:55 PM
Heads up modders, you can now make and apply your own effects in the latest experimental versions! To see the documentation on exactly how check out here (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/EFFECTS_JSON.md).
Oh wow, this is huge.
However, from what I see these only affect the PC, not other character/monsters.
Title: Re: Latest experimental features.
Post by: i2amroy on November 23, 2014, 01:08:01 AM
A handful of things will affect monsters as well (such as speed). Sadly a lot of stat changes (like STR) don't have monster equivalents yet (one of my future expansions for this that I'm currently planning is to enable things like STR modifiers to influence how hard a monster can hit, and so on).
Title: Re: Latest experimental features.
Post by: Caconym on November 24, 2014, 12:14:26 PM
Looking at git, it looks like necromancy is going to be a thing.
Title: Re: Latest experimental features.
Post by: i2amroy on November 24, 2014, 07:03:52 PM
Looking at git, it looks like necromancy is going to be a thing.
Just as a mod, but yeah.
Title: Re: Latest experimental features.
Post by: KA101 on November 24, 2014, 10:38:02 PM
Looking at git, it looks like necromancy is going to be a thing.
Just as a mod, but yeah.

Frankenstein mod, what?
Title: Re: Latest experimental features.
Post by: Caconym on November 24, 2014, 10:53:25 PM
Looking at git, it looks like necromancy is going to be a thing.
Just as a mod, but yeah.

Frankenstein mod, what?
https://github.com/CleverRaven/Cataclysm-DDA/commit/22d1fd963712facc910865b7b25277e1aaa9925a
https://github.com/CleverRaven/Cataclysm-DDA/commit/20e988d5c62a72c0a986a686df7f978d1178aec1
https://github.com/CleverRaven/Cataclysm-DDA/commit/0bf294e7373507c45e617a072f1418baab43c1aa
Title: Re: Latest experimental features.
Post by: KA101 on November 24, 2014, 11:00:52 PM
Looking at git, it looks like necromancy is going to be a thing.
Just as a mod, but yeah.

Frankenstein mod, what?
https://github.com/CleverRaven/Cataclysm-DDA/commit/22d1fd963712facc910865b7b25277e1aaa9925a
https://github.com/CleverRaven/Cataclysm-DDA/commit/20e988d5c62a72c0a986a686df7f978d1178aec1
https://github.com/CleverRaven/Cataclysm-DDA/commit/0bf294e7373507c45e617a072f1418baab43c1aa

No shit, I was the one who merged it.  In practice it's a rather expensive way to make friendly zeds.
Title: Re: Latest experimental features.
Post by: Fiya on November 26, 2014, 04:46:13 AM
Slings. I pee'd a little.


I registered just to post that.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 26, 2014, 05:13:57 AM
Is there any way to set up a set bonus with the fedora, Guy Fawkes mask, trenchcoat and cargo shorts?
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on November 26, 2014, 05:06:57 PM
Maybe with the neckbeard mod. A Euphoric morale bonus of 5 seems appropriate.
Title: Re: Latest experimental features.
Post by: dragonlaggin on November 27, 2014, 12:19:19 AM
M'Zed
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 27, 2014, 03:37:27 AM
In the new exp it seems like no matter how many objects I select to drop, it only selects one at a time. The advanced inventory manager closes whenever I drop something do. This is extremely frustrating.
Title: Re: Latest experimental features.
Post by: Rivet on November 27, 2014, 04:25:09 AM
In the new exp it seems like no matter how many objects I select to drop, it only selects one at a time. The advanced inventory manager closes whenever I drop something do. This is extremely frustrating.

I'd merged a PR to fix weapon reload times and it simultaneously broke long actions. It's been fixed now.
Title: Re: Latest experimental features.
Post by: Closet Pankin on November 27, 2014, 05:46:11 AM
In the new exp it seems like no matter how many objects I select to drop, it only selects one at a time. The advanced inventory manager closes whenever I drop something do. This is extremely frustrating.

I'd merged a PR to fix weapon reload times and it simultaneously broke long actions. It's been fixed now.

Thanks home shiggy diggy ding dong ping pong fryin' pan clan.
Title: Re: Latest experimental features.
Post by: Kevin Granade on November 27, 2014, 06:01:10 AM
Is there any way to set up a set bonus with the fedora, Guy Fawkes mask, trenchcoat and cargo shorts?
Yes, but it's not going to happen.
Title: Re: Latest experimental features.
Post by: Kristover on November 27, 2014, 04:57:00 PM
Noted the addition of Car Alarms in the latest experimental.

<sigh>  Sometimes I am convinced Cataclysm hates me....at least my characters.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on November 27, 2014, 05:11:21 PM
Noted the addition of Car Alarms in the latest experimental.

WHHAAATT
Title: Re: Latest experimental features.
Post by: Valpo on November 27, 2014, 06:50:12 PM
whoever removed the question "do you want to search this shrub?" or whatever the prompt states in english. I love you.
Title: Re: Latest experimental features.
Post by: jokermatt999 on November 27, 2014, 06:54:42 PM
whoever removed the question "do you want to search this shrub?" or whatever the prompt states in english. I love you.
<3 It was suggested in IRC, so I whipped it up.

Edit: and I of course have to credit KA101 for helping me fix it. That should've been in the original post, but I can never seem to get it right the first time.
Title: Re: Latest experimental features.
Post by: Valpo on November 27, 2014, 07:01:03 PM
then thx a bunch to ka101 and you.
Title: Re: Latest experimental features.
Post by: KA101 on November 27, 2014, 10:56:05 PM
whoever removed the question "do you want to search this shrub?" or whatever the prompt states in english. I love you.
<3 It was suggested in IRC, so I whipped it up.

Edit: and I of course have to credit KA101 for helping me fix it. That should've been in the original post, but I can never seem to get it right the first time.

Nah, that was me being tougher than usual.  Have been trying to cut back on just fixing everyone's PR and getting steamed about the fact.  No need to thank me for telling you to fix your PR, I'm no DI.  ;-)
Title: Re: Latest experimental features.
Post by: Jaso11111 on November 27, 2014, 11:41:11 PM
Looking at git, it looks like necromancy is going to be a thing.
Just as a mod, but yeah.

Frankenstein mod, what?
https://github.com/CleverRaven/Cataclysm-DDA/commit/22d1fd963712facc910865b7b25277e1aaa9925a
https://github.com/CleverRaven/Cataclysm-DDA/commit/20e988d5c62a72c0a986a686df7f978d1178aec1
https://github.com/CleverRaven/Cataclysm-DDA/commit/0bf294e7373507c45e617a072f1418baab43c1aa
*Grabs lotion*
*Unzips pants*
*Is wide eyed and breathing heavily*
This is going to be so much fun...
Title: Re: Latest experimental features.
Post by: jokermatt999 on November 28, 2014, 12:13:37 AM
Well, you've still been helpful telling me where/what to fix. I'm slowly learning.
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 28, 2014, 08:56:07 PM
My commit got merged! You can now cut up wool, make yarn, and knit things out of it. Wool is also a bit more flammable, so you can throw all those zombie sweaters in the fire pit.
Title: Re: Latest experimental features.
Post by: Valpo on November 28, 2014, 09:11:31 PM
yay burn wool. !!!!!!

+1
Title: Re: Latest experimental features.
Post by: Newper5 on November 28, 2014, 10:34:38 PM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on November 28, 2014, 10:59:38 PM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.

I just put the "IS_ARMOR" and the  "BELTED" flags on all the bows. I mean, a bow is just a piece of wood with a long string on both ends connected. It makes sense that you wear the entire thing around you.

Or add a flag to put your bow inside your quiver.
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 28, 2014, 11:23:34 PM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.

I just put the "IS_ARMOR" and the  "BELTED" flags on all the bows. I mean, a bow is just a piece of wood with a long string on both ends connected. It makes sense that you wear the entire thing around you.

Or add a flag to put your bow inside your quiver.
I think a better way to do it would be to activate the bow to make it an 'unstrung whatever bow' that takes up much less space, but can't fire.
Title: Re: Latest experimental features.
Post by: g - sawn-off shotgun (2) on November 29, 2014, 07:50:37 PM
I dont seem to understand the new aiming sistem. All the options (precise aim and shoot, careful aim and shoot, even the "Wait to steady your aim") do the same thing for me: SHOOT. All costing the same amount of time units and with similar results on accurancy.

Is it in the works, or I am doing something wrong?




PD: Keep up the good work!
Small suggestion: Make Male/Female jobs not change the gender of the character, so you can RP any transgender or whatever. (No need of the ahistorical reenactor then)
Title: Re: Latest experimental features.
Post by: Newper5 on November 29, 2014, 07:54:52 PM
I dont seem to understand the new aiming sistem. All the options (precise aim and shoot, careful aim and shoot, even the "Wait to steady your aim") do the same thing for me: SHOOT. All costing the same amount of time units and with similar results on accurancy.

Is it in the works, or I am doing something wrong?




PD: Keep up the good work!
Small suggestion: Make Male/Female jobs not change the gender of the character, so you can RP any transgender or whatever. (No need of the ahistorical reenactor then)

I've had limited experience with the new firing system, but it definitely seems to make a difference for me.  Precise takes longer than careful takes longer than normal, and it certainly seems like I hit my mark more often when I'm using precise.  It's excellent when you're doing a night-raid on a military outpost or something, because you can line up your shot outside of the turret's firing range, and conserve ammo that way.  Definitely a useful feature.
Title: Re: Latest experimental features.
Post by: Kevin Granade on November 29, 2014, 08:32:46 PM
I dont seem to understand the new aiming sistem. All the options (precise aim and shoot, careful aim and shoot, even the "Wait to steady your aim") do the same thing for me: SHOOT. All costing the same amount of time units and with similar results on accurancy.

Is it in the works, or I am doing something wrong?
Hit f to open the firing menu, then ? to open the keymapping menu, you might have a bunch of things remapped to fire for some reason/
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 30, 2014, 04:10:30 PM
Another one of my PRs went in, so you can now craft diamond broadswords, zweihanders, rapiers, nodachis, and wakizachis.

EDIT: The broadsword is now the slightest bit better than the katana XP
Title: Re: Latest experimental features.
Post by: XxDrinkBleachxX on November 30, 2014, 09:43:33 PM
A diamond zweihander...That is unholy, the zweihander already does upwards of sixty damage in the hands of a skilled melee fighter, I can only imagine the carnage I can unleash now.
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 30, 2014, 09:56:16 PM
The nodachi (I think) is even bigger and does even more damage.
Title: Re: Latest experimental features.
Post by: XxDrinkBleachxX on December 01, 2014, 10:40:37 PM
The nodachi (I think) is even bigger and does even more damage.
I've never found a nodachi, although, realistically, it shouldn't be longer than the Zweihander. Can't say for the damage though, where can you find one of these in game?
Title: Re: Latest experimental features.
Post by: ChristopherWalken on December 02, 2014, 12:19:05 PM
The nodachi (I think) is even bigger and does even more damage.

Back when I found both, the Nodachi did more cutting damage but the Zweihander also had a nice amount of bashing, so the total damage was higher.
Also, they had different special moves.
Title: Re: Latest experimental features.
Post by: Meyar on December 02, 2014, 09:42:59 PM
Didn't see this mentioned yet.

New mod in the experimental pack: (Not the exact name:) Five nights at freddy mod. Adds a chain of pizza restaurants with a chance to spawn animatronics.

I am not ready for freddy.
Title: Re: Latest experimental features.
Post by: Caconym on December 04, 2014, 10:49:03 AM
Turrets will now ignore most post-thresh muties. (https://github.com/CleverRaven/Cataclysm-DDA/commit/13af82635728fb47a75593f13075a7da931e9cd9) Though shouldn't it apply to other robotic enemies as well?
Title: Re: Latest experimental features.
Post by: TheFlame52 on December 04, 2014, 12:54:41 PM
Blaze's vehicle turret mod is now in! Everyone should play it as it is awesome.
Title: Re: Latest experimental features.
Post by: TTex on December 04, 2014, 05:16:54 PM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.

Oh man I've been wanting that for awhile. Awesome.
Title: Re: Latest experimental features.
Post by: Shoes on December 04, 2014, 05:41:08 PM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.

Oh man I've been wanting that for awhile. Awesome.

In LOTR, doesn't legolas just sort of ... wear his bow? Like the draw tension is enough to keep the bow on his self? Now of course you wouldn't be able to fire it...
Title: Re: Latest experimental features.
Post by: TTex on December 04, 2014, 07:54:00 PM
Well it was said that bows are allowed to do that by default, so seems to be the case.

On a side note, has anyone else noticed any problems with trying to craft stone tools as of the latest version (2473)? I have all the components I needed for a stone hammer, and even had three rocks nearby (you only need 2 for the crafting process, one as a component and one as a tool) yet it still wouldn't let me craft the hammer. In the recipe list it showed the 'rock' component in brown text?
Title: Re: Latest experimental features.
Post by: Meyar on December 04, 2014, 10:53:03 PM
https://github.com/CleverRaven/Cataclysm-DDA/issues/10326

Just reported it myself
Title: Re: Latest experimental features.
Post by: Obscure on December 05, 2014, 05:58:17 PM

I think a better way to do it would be to activate the bow to make it an 'unstrung whatever bow' that takes up much less space, but can't fire.

mmm, not in actuality. the only time one would unstring a bow was to keep from stretching out the string. This is less of an issue with modern synthetic bowstrings, and compound bows are all but impossible to unstring without the proper equipment.

the bow itself does not take up less space when unstrung they are actually longer. They are one piece, unless they are compound bows, and it takes hours to put one of those back together properly.
Title: Re: Latest experimental features.
Post by: Meyar on December 05, 2014, 09:33:34 PM
Either way, wearable bows would be cool.
Title: Re: Latest experimental features.
Post by: Maur on December 07, 2014, 04:14:48 PM
Am i reading it right that there bicycle riding now cause hunger and fatigue?
Title: Re: Latest experimental features.
Post by: Pthalocy on December 07, 2014, 05:22:05 PM
If so it's a small boon for my insomniac characters. Can't sleep? Time to do donuts in the parking lot.
Title: Re: Latest experimental features.
Post by: KA101 on December 08, 2014, 03:56:30 AM
If so it's a small boon for my insomniac characters. Can't sleep? Time to do donuts in the parking lot.

Only if you're doing 'em at 20MPH or so.  Muscle engines charge you but the cost should be fairly nominal unless you're straining the engine.
Title: Re: Latest experimental features.
Post by: Pthalocy on December 08, 2014, 07:12:33 AM
Hmm, this makes sense and is not far above my cycling abilities irl when in a regular habit of doing cardio. Nice! I may still have to resort to sleepy meds for my character but I am incredibly happy about bikes functioning like this now.
Title: Re: Latest experimental features.
Post by: Obscure on December 08, 2014, 05:45:48 PM
Either way, wearable bows would be cool.

agreed, but they would cause some impairment to movement.
Title: Re: Latest experimental features.
Post by: Closet Pankin on December 09, 2014, 08:43:03 PM
Either way, wearable bows would be cool.

agreed, but they would cause some impairment to movement.

Some torso/arm encumbrance would work.
Title: Re: Latest experimental features.
Post by: TheFlame52 on December 12, 2014, 03:24:42 PM
Beware the dark pedestal...
Title: Re: Latest experimental features.
Post by: KA101 on December 13, 2014, 02:36:12 AM
Beware the dark pedestal...

KA101 takes the contents of the dark pedestal and walks away.  Nothing happens.

What?  Was there supposed to be some horrible earth-shaking screeching and crashing and chorus of disturbing screams?  Maybe it was a defective pedestal.  Better check it again.
Title: Re: Latest experimental features.
Post by: jokermatt999 on December 15, 2014, 03:14:48 PM
So, it seems to be a faux pas to mention your own additions here, but screw it. I just added a survivor naginata (with assistance by KA101 and Rivet), and I'd like some more feedback on it. It's designed to be a crowd control weapon since it has both impale and wide strikes, and that seems to be working great. I'm just not sure if the dps on it is right. I switched to it from a steel spear, and out definitely feels weaker, but I'm hoping the move set makes up for that. Opinions?
Title: Re: Latest experimental features.
Post by: KA101 on December 16, 2014, 12:18:00 AM
So, it seems to be a faux pas to mention your own additions here, but screw it. I just added a survivor naginata (with assistance by KA101 and Rivet), and I'd like some more feedback on it. It's designed to be a crowd control weapon since it has both impale and wide strikes, and that seems to be working great. I'm just not sure if the dps on it is right. I switched to it from a steel spear, and out definitely feels weaker, but I'm hoping the move set makes up for that. Opinions?

Nah, 's OK to comment on your own stuff.

I tried the naginata out and it's a high-skill weapon: there's no blocking on it, so if you can't dodge, soak, or kill quick, triffids will make quick work of you.  Conversely, there's also no sticking.
Title: Re: Latest experimental features.
Post by: Vareruma on December 16, 2014, 04:59:32 PM
Found a flatbed truck having 6 cargo spaces instead of the usual trunks.
Title: Re: Latest experimental features.
Post by: KA101 on December 17, 2014, 02:15:53 AM
Laser rifle now spawns in labs thanks to Flame, and Coolthulhu & yobbo came through with some UI upgrades.  Rivet upgraded the diving watch too.

Found a flatbed truck having 6 cargo spaces instead of the usual trunks.

That's realistic: they're much larger than a pickup and the entire back is flat with straps to secure stuff.  (I wrote that one.  You're welcome.)

And just filed, in my testing caught problems either before they happen or (thanks to timing issues) at least within one shot having been fired: "You are being laser-targeted--safe mode is on!" (https://github.com/CleverRaven/Cataclysm-DDA/pull/10508)
Title: Re: Latest experimental features.
Post by: Closet Pankin on December 17, 2014, 06:37:54 PM
Laser rifle now spawns in labs thanks to Flame, and Coolthulhu & yobbo came through with some UI upgrades.  Rivet upgraded the diving watch too.

Found a flatbed truck having 6 cargo spaces instead of the usual trunks.

That's realistic: they're much larger than a pickup and the entire back is flat with straps to secure stuff.  (I wrote that one.  You're welcome.)

And just filed, in my testing caught problems either before they happen or (thanks to timing issues) at least within one shot having been fired: "You are being laser-targeted--safe mode is on!" (https://github.com/CleverRaven/Cataclysm-DDA/pull/10508)

So can you strap things on the back? What exactly are the cargo spaces for ingame?
Title: Re: Latest experimental features.
Post by: Rivet on December 17, 2014, 06:46:10 PM
So can you strap things on the back? What exactly are the cargo spaces for ingame?

They're like a car trunk, just with a bigger capacity.
Title: Re: Latest experimental features.
Post by: TheCondor on December 17, 2014, 06:47:40 PM
So can you strap things on the back? What exactly are the cargo spaces for ingame?

It is a trunk that has 1000 storage space rather than the 650 of a normal trunk. 
Title: Re: Latest experimental features.
Post by: Rhodri on December 17, 2014, 09:34:44 PM
So can you strap things on the back? What exactly are the cargo spaces for ingame?

It is a trunk that has 1000 storage space rather than the 650 of a normal trunk. 

It's actually more like an aisle or floor trunk, but with more cargo space. Moving around on one doesn't take extra movement points.
Title: Re: Latest experimental features.
Post by: NOMOETOE on December 18, 2014, 05:58:32 AM
Apparently you can make bricks now. Could this mean we'll be able to make brick walls someday? I hope so. c:
Title: Re: Latest experimental features.
Post by: Muaddib on December 18, 2014, 11:43:20 AM
You can now craft shoulder straps to attach to your weapons as accessories, and then wear them over your back.  Only unfortunate bit is that you cannot attach them to bows.

Oh man I've been wanting that for awhile. Awesome.

In LOTR, doesn't legolas just sort of ... wear his bow? Like the draw tension is enough to keep the bow on his self? Now of course you wouldn't be able to fire it...

You can wear your bow... for maybe 5 minutes until the tension on the string starts seriously impacting your breathing and you start feeling serious pains all over your chest.
Title: Re: Latest experimental features.
Post by: Meyar on December 18, 2014, 07:42:10 PM
Bows are wearable.

Concrete or cement (forget which) is craftable now. I just have no idea what they actually do or are used in.
Title: Re: Latest experimental features.
Post by: NOMOETOE on December 18, 2014, 08:17:15 PM
Bows are wearable.

Concrete or cement (forget which) is craftable now. I just have no idea what they actually do or are used in.

I'm pretty sure it does nothing just yet. c: But I may be wrong.
Title: Re: Latest experimental features.
Post by: KA101 on December 19, 2014, 03:07:25 AM
Bows are wearable.

Concrete or cement (forget which) is craftable now. I just have no idea what they actually do or are used in.

I'm pretty sure it does nothing just yet. c: But I may be wrong (doubtful >:'3)

I'm testing the PR now.
Title: Re: Latest experimental features.
Post by: Maur on December 20, 2014, 01:22:22 AM
Oh, so concrete is finally in? And there is concrete roof/floor too?

Whats stronger, concrete or stone? I guess reinforced concrete is strongest. What about brick walls?

And is there a beneit to concrete roofs? Not flammable i guess (and does the same apply to brick stuff?)
Title: Re: Latest experimental features.
Post by: KA101 on December 20, 2014, 01:25:38 AM
Should be pretty sturdy, yeah.  Didn't have the time to do a smash test, so might work that into tonight's merge.
Title: Re: Latest experimental features.
Post by: MorCel 374 on December 20, 2014, 08:50:53 AM
Ok so:
-Reinforced concrete is better than stone wall.
-Brick walls are easier to break than stone walls, but much more easier to build than concrete walls. Look in construction menu at how much stuff you need to build them. Brick walls may seem to need a lot of bricks; just batch some bricks in the kiln and everything'll be fine.
Title: Re: Latest experimental features.
Post by: Abbysynth on December 20, 2014, 11:32:36 PM
I don't know how long ago it was added that you could craft with just having a book nearby instead of having to read it, and then memorize that recipe by crafting it.. but whoever did it, awesome. Many awesomes.
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 21, 2014, 09:15:39 AM
KA101 merged 2 of my PRs yesterday:

Use menu is bound to '%' by default (better rebind it to something like 'z'). It enables binding item functions to letters game-wide rather than just in single survivor's inventory. For example, '%'->'s' will use the sewing kit with lowest number of charges. Good for those with cluttered inventories.

Turret control enables per-turret settings of off/on/burst.
Also removes some hard-coded rules on turret fuel usage. Acid/diesel/water turrets are possible now, but there's no good way to view acid tank's contents (have to saw off the tank to look at it) yet. Also, the turret ammo still has to be ammo typed, so water turrets can't use regular water yet, only "assault water" which has to be a different item.
Title: Re: Latest experimental features.
Post by: wilson7755 on December 21, 2014, 10:07:54 PM
They added "Ruined cabin" To catadda now, I think there pretty kewl.
Title: Re: Latest experimental features.
Post by: John Candlebury on December 22, 2014, 02:26:24 AM
They added "Ruined cabin" To catadda now, I think there pretty kewl.

Shhh, its a secret...
Title: Re: Latest experimental features.
Post by: Fengferth on December 22, 2014, 12:25:27 PM
Loving back-holsters. I can stick me crossbows in there now. I always thought it odd that the crossbow couldn't support a strap to wear over instead. This is a very nice alternative.
Title: Re: Latest experimental features.
Post by: saltmummy626 on December 23, 2014, 12:50:21 AM
I greatly appreciate the addition of clay and clay products.
Title: Re: Latest experimental features.
Post by: Snaaty on December 23, 2014, 10:30:25 AM
It's just a minor thing, but food portions should now have a nutritional value of 50 or less. So  no more waiting a day before you can eat that cheeseburger without throwing it away. (Overall nutrition of foods is the same, though.)
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 23, 2014, 04:31:06 PM
It seems that performance problems with lots of items are gone now.

Great job there Kevin (and possibly others).

To test it, I set item spawn to 10 and monster spawn to 50 (max values) and teleported into the center tile of a mall. It took a long while to load (few seconds), but after I debug killed the zombies, there was only a minor slowdown. Item listing showed 800 items (despite limited vision), many of which were active (zombie corpses, maybe food too).

The second test was spawning and dropping 10k rags. Dropping them took ages, after that it didn't cause any noticeable slowdown.
Title: Re: Latest experimental features.
Post by: Valpo on December 23, 2014, 05:03:30 PM
So i can make cars explode into a billion pieces now w/o having a huge performance hit? /happy
Title: Re: Latest experimental features.
Post by: jokermatt999 on December 23, 2014, 05:23:22 PM
Three cheers for Kevin! Can't wait to test the new performance. :)
Title: Re: Latest experimental features.
Post by: Kevin Granade on December 23, 2014, 08:36:27 PM
You're welcome, that was really rough to implement for various reasons, I'm glad it worked out.
Threre might be a few rough patches with those changes, I'll be keeping an eye on it.
Title: Re: Latest experimental features.
Post by: Okiemurse on December 27, 2014, 06:46:28 AM
I'm really enjoying the keffiyeh, rag tunic, and other clothing recipes that are craftable by my shower victim from nothing but the curtains and a shard of locker to cut them up with.

Thanks for covering my junk!
Title: Re: Latest experimental features.
Post by: HavingPhun on December 27, 2014, 05:50:43 PM
Does anyone have the link for the experimental downloads? For awhile en.cataclysmdda.com  (http://en.cataclysmdda.com) would only load during certain times of the day and now it never loads for me. Am I the only one with this issue?
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on December 27, 2014, 05:52:33 PM
http://dev.narc.ro/cataclysm/jenkins-latest/Windows/Tiles/

Bottom is most recent.
Title: Re: Latest experimental features.
Post by: KA101 on December 27, 2014, 08:44:16 PM
http://dev.narc.ro/cataclysm/jenkins-latest/Windows/Tiles/

Bottom is most recent.

We've been having some problems with an item-processing rework so ATM I'd recommend the stable version (http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-current.zip) (that's the SDL build for Windows, same as Ninja linked).  Got a fix in testing and hoping to have it up later today.  Will post about it when it goes live in the experimentals.
Title: Re: Latest experimental features.
Post by: HavingPhun on December 28, 2014, 01:12:30 AM
Thank you both. Am I the only one who can't seem to get the main game website en.cataclysmdda.com (http://en.cataclysmdda.com) to load? I haven't seen any announcements noting it, and if it is down purposely then perhaps an announcement should be made, with the appropriate download links. It may just be an issue on my end though.
Title: Re: Latest experimental features.
Post by: KA101 on December 28, 2014, 01:15:25 AM
Thank you both. Am I the only one who can't seem to get the main game website en.cataclysmdda.com (http://en.cataclysmdda.com) to load? I haven't seen any announcements noting it, and if it is down purposely then perhaps an announcement should be made, with the appropriate download links. It may just be an issue on my end though.

Works fine on my end.  Probably better to report these sorts of problems in the Garage or the Bunker, rather than the Announcements.
Title: Re: Latest experimental features.
Post by: Okiemurse on December 28, 2014, 02:36:35 PM
http://www.downforeveryoneorjustme.com/http://en.cataclysmdda.com/
Title: Re: Latest experimental features.
Post by: Jarlaxle on December 28, 2014, 05:24:05 PM
http://dev.narc.ro/cataclysm/jenkins-latest/Windows/Tiles/

Bottom is most recent.

We've been having some problems with an item-processing rework so ATM I'd recommend the stable version (http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-current.zip) (that's the SDL build for Windows, same as Ninja linked).  Got a fix in testing and hoping to have it up later today.  Will post about it when it goes live in the experimentals.

 Any updates on the performance issues? Thinking of making going out in a ball of fire and starting a new character.
Title: Re: Latest experimental features.
Post by: KA101 on December 28, 2014, 09:40:00 PM
Kevin and Narc got some fixes up last night.  We're still getting some crash reports but they're much less frequent and less-reproducible, so experimentals should be good to go again.
Title: Re: Latest experimental features.
Post by: Jarlaxle on December 28, 2014, 10:46:41 PM
 Sweet
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 29, 2014, 09:11:11 PM
My save un-broke itself and I didn't get any crash for a while, so I assume they succeeded at fixing most of what was wrong.

On an unrelated note: vehicle cameras are in.
Title: Re: Latest experimental features.
Post by: KA101 on January 01, 2015, 03:10:46 AM
Aenye's back and her chemistry expansion is finally in.  For the moment, it's making your own rockets/launcher and some increasingly impressive fireworks.

Fuses can be a bit short though, so test to see how far you can throw 'em *before* you light the things.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on January 01, 2015, 05:17:24 AM
Firework launcher!
Title: Re: Latest experimental features.
Post by: AllisonW on January 04, 2015, 10:53:29 PM
Zombies now dogpile eyebots, which is amusing, and also a great distraction. However, eyebots don't take their picture and sic copbots on them as far as I can tell.
Title: Re: Latest experimental features.
Post by: Coolthulhu on January 05, 2015, 12:51:10 AM
Yes, infighting is in, but no proper faction system is yet.

Plus, many of the abilities still don't support monster and NPC targets. Making some of them work will be easy, but I have no good idea for things like eyebots.
If eyebots could spawn copbots to wreck zombies, the result would be a never ending horde of copbots beating up on constantly reanimating zombies.

Turrets will be easy, though.
Title: Re: Latest experimental features.
Post by: Kevin Granade on January 05, 2015, 01:40:57 AM
I've wanted to have a finite source of copbots for a while now, and likely just have areas with active copbots devoid of active zombies, though at the borders there'd be some fighting.
Title: Re: Latest experimental features.
Post by: sethaniel on January 05, 2015, 08:31:12 AM
Amazing progress on the experimentals. Just curious though: what's the current priority level for NPCs?
As it is they're quite functional, but the fact that there is no way to heal them (other than hoping they'd pick up a first aid kit and actually use it) currently limits their long-term survivability.
Title: Re: Latest experimental features.
Post by: Snaaty on January 05, 2015, 01:45:50 PM
Regarding the copbots, how about there are "inactive", immoile copbots in most shops and if an eyebot takes your picture, and there's a inactive copbot nearby, it gets activated and sent towards you?
Although that would probably mean that copbots are more useful for killing off zombies than for killing of players.

Back on topic: I believe there should be something like s "heavy gauss rifle" now, I haven't tried it, but I guess it really packs a punch.
Title: Re: Latest experimental features.
Post by: Rivet on January 06, 2015, 02:24:40 AM
I finally got off my butt and fixed the boneless zombies and humans thing (https://github.com/CleverRaven/Cataclysm-DDA/pull/10750) we've had going since, like, forever.

Now you can turn zombies into charcoal and candles, so that's nice.
Title: Re: Latest experimental features.
Post by: Feckless on January 07, 2015, 10:18:44 PM
I finally got off my butt and fixed the boneless zombies and humans thing (https://github.com/CleverRaven/Cataclysm-DDA/pull/10750) we've had going since, like, forever.

Now you can turn zombies into charcoal and candles, so that's nice.
Oh mah gaaaaawd! Thankyou so much!
Title: Re: Latest experimental features.
Post by: Vareruma on January 08, 2015, 09:33:51 AM
A new trait has been added to chargen: spiritual, that boosts your morale every time you read religious texts or "experience mystical things". Hmm.
Title: Re: Latest experimental features.
Post by: TheFlame52 on January 08, 2015, 02:47:15 PM
A new trait has been added to chargen: spiritual, that boosts your morale every time you read religious texts or "experience mystical things". Hmm.
For a second there I thought it said stat and I thought I was in the terrible suggestions topic.
Title: Re: Latest experimental features.
Post by: Pthalocy on January 08, 2015, 06:35:44 PM
OH that's nice. Gives the religious texts their purpose but only under player character's choice. That works out neatly. :D

I am still enjoying the new items I can forage for tanning leather, along with straw and such. Makes foraging in the forest feel like I'm not skipping entire shrubs over for a bone or an egg, without this clutter being Junk.
Title: Re: Latest experimental features.
Post by: Muaddib on January 09, 2015, 02:30:37 PM
Might as well give the spiritual trait morale boosts when you use trippy drugs too.

https://en.wikipedia.org/wiki/Marsh_Chapel_Experiment
Title: Re: Latest experimental features.
Post by: Closet Pankin on January 09, 2015, 07:23:51 PM
Might as well give the spiritual trait morale boosts when you use trippy drugs too.

https://en.wikipedia.org/wiki/Marsh_Chapel_Experiment

Interesting! Perhaps there should be a chance that when spiritual (and rarely when not), you will see a religious figure or experience... while tripping balls, of course.
Title: Re: Latest experimental features.
Post by: Rivet on January 09, 2015, 09:35:56 PM
Might as well give the spiritual trait morale boosts when you use trippy drugs too.

It already does.

Characters possessing the Spiritual trait gain bonus morale when consuming certain natural entheogens (mushroom_magic). (https://github.com/CleverRaven/Cataclysm-DDA/pull/10776)
Title: Re: Latest experimental features.
Post by: AllisonW on January 15, 2015, 12:55:39 AM
I would like to marry whoever added dome lights
Title: Re: Latest experimental features.
Post by: KA101 on January 15, 2015, 01:08:25 AM
I would like to marry whoever added dome lights

Look out for DavidKeaton on Git or DaveKDOS on the IRC, then.
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on January 15, 2015, 01:33:40 AM
How bad are dome lights on the cars battery?
Title: Re: Latest experimental features.
Post by: DavekDOS on January 15, 2015, 02:11:08 AM
RipRoarinBoogerPenis: the battery I set to be very minimal, as their real life counterparts.

AllisonW: Hello there. :-P I would've made them sooner if I had known! Lol.

Edit: phone keyboard
Title: Re: Latest experimental features.
Post by: AllisonW on January 15, 2015, 03:26:12 AM
DavekDOS: thank you kindly sir I fuckin' love'em

Boogerdick: They are incredibly gentle. I ride a motorbike with a motorbike battery, and I can safely use the dome light to craft by at night without running it down. That's how light on the battery dome lights are. As an added bonus, any tile with controls on it has a dome light. I have controls installed on all the utility tiles on my home utilities rig for this purpose. They don't really provide any light to see tiles by--as far as I can tell, that's not their purpose--but they will totally let you read or craft. They're great.
Title: Re: Latest experimental features.
Post by: DavekDOS on January 15, 2015, 03:46:30 AM
Absolutely! I wanted them for a while, but a bug in some lightmap code delayed it. Sorry it took so long!

Also, the aisle lights are rad in the back of an RV. Like a mobile home!
Title: Re: Latest experimental features.
Post by: KA101 on January 21, 2015, 06:46:14 AM
Nifty new veh-install menu upgrade:

1) Parts list is now sorted by category, similar to crafting and construction.  Stuff's still sorted to the top, but now it's less Long.  "All" category still the default, so nothing lost here.

2) Mini-item window pops up to tell you the basics about your proposed addition.  Kinda handy, lets folks know if it's opaque, openable, how much storage, etc.



KA101 sets up a security checkpoint staffed with zombie techs and sends the player through.  Not surprisingly, the metal detector goes off.

Please remove any metallic items you may be carrying, keys, loose ammo, zweihanders, that sort of thing.

PC does the Lobby Shooting Spree reveal

OK, please remove those metallic objects *for* the PC, folks.

The zombie techs fire up their Electromagnetic Unit CBMs and yank the metallic weapons as the PC tries to hit KA101 for merging Gabriel-SE's PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/10954).
Title: Re: Latest experimental features.
Post by: AllisonW on January 22, 2015, 07:39:32 AM
KA101 sets up a security checkpoint staffed with zombie techs and sends the player through.  Not surprisingly, the metal detector goes off.

Please remove any metallic items you may be carrying, keys, loose ammo, zweihanders, that sort of thing.

PC does the Lobby Shooting Spree reveal

OK, please remove those metallic objects *for* the PC, folks.

The zombie techs fire up their Electromagnetic Unit CBMs and yank the metallic weapons as the PC tries to hit KA101 for merging Gabriel-SE's PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/10954).

And here I thought Kevin didn't want enemies disarming the player

I approve of this PR anyway
Title: Re: Latest experimental features.
Post by: Flashlight Hoarder on January 23, 2015, 08:44:34 PM
A new trait has been added to chargen: spiritual, that boosts your morale every time you read religious texts or "experience mystical things". Hmm.

Will you be able to devote your character to a particular religion?
Title: Re: Latest experimental features.
Post by: Pthalocy on January 23, 2015, 09:38:27 PM
Far as I can tell, no. Your actions by keeping preferential holy books in your inventory can reflect this pretty readily now that there's a general bonus to back it up, so it's a good balance of detail and simplicity imo.
Title: Re: Latest experimental features.
Post by: Flashlight Hoarder on January 23, 2015, 10:25:02 PM
Oh, Ah well. I suppose that the Spaghetti Paladin shall slay as many zombies as his zweihander can handle now.
Title: Re: Latest experimental features.
Post by: Fengferth on January 24, 2015, 09:41:13 AM
Vacuum Sealers are now craftable, that's a pretty huge deal now it'll be easier to make them FOODCO kitchen buddies.
Title: Re: Latest experimental features.
Post by: AllisonW on January 24, 2015, 10:35:26 AM
Vacuum Sealers are now craftable, that's a pretty huge deal now it'll be easier to make them FOODCO kitchen buddies.

Proper ones or just makeshift ones? Can makeshift ones still be used to craft kitchen buddies?
Title: Re: Latest experimental features.
Post by: Fengferth on January 24, 2015, 10:48:27 AM
Makeshift ones and yup, they can be used to make FoodCO's
Title: Re: Latest experimental features.
Post by: AllisonW on January 24, 2015, 10:51:26 AM
Makeshift ones and yup, they can be used to make FoodCO's

OK, sweet.

(I really should learn to code and make some more canning recipes that make use of that vacuum sealer.)

EDIT: Man, #2670 kicked the Mosin's ass. Granted, the Mosin might've been a "best gun in the game" contender (maybe exceeded by Rivtech stuff), so it probably needed it.
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on January 24, 2015, 02:07:31 PM
Mosin stronk
Title: Re: Latest experimental features.
Post by: Closet Pankin on January 24, 2015, 08:47:07 PM
So what's this dragon snatch? Is this for the martial art? Because I couldn't stop laughing when I read this.

(http://i.imgur.com/9GHID2g.png)
Title: Re: Latest experimental features.
Post by: AllisonW on January 24, 2015, 09:02:18 PM
So what's this dragon snatch? Is this for the martial art? Because I couldn't stop laughing when I read this.

(http://i.imgur.com/9GHID2g.png)

They're adding infrastructure for the Bad Dragon update.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on January 25, 2015, 07:01:03 PM
They're adding infrastructure for the Bad Dragon update.

what
Title: Re: Latest experimental features.
Post by: Closet Pankin on January 25, 2015, 07:19:09 PM
They're adding infrastructure for the Bad Dragon update.

what

It's about time.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on January 25, 2015, 11:49:08 PM
They're adding infrastructure for the Bad Dragon update.

what

It's about time.

WHHHAAAAT
Title: Re: Latest experimental features.
Post by: KA101 on January 26, 2015, 12:37:24 AM
So what's this dragon snatch? Is this for the martial art? Because I couldn't stop laughing when I read this.

(http://i.imgur.com/9GHID2g.png)

They're adding infrastructure for the Bad Dragon update.

I'm afraid this was a martial-arts fix.  Dragon Kung Fu has a grab-and-knee tech called the Dragon Snatch, but it wasn't actually doing anything significant.  Now it does.

Sorry, AllisonW et al.  ):
Title: Re: Latest experimental features.
Post by: AllisonW on January 26, 2015, 12:38:19 AM
No hard feelings. I was just joshin' ya.
Title: Re: Latest experimental features.
Post by: KA101 on January 26, 2015, 01:02:48 AM
No hard feelings. I was just joshin' ya.

So noted.
Title: Re: Latest experimental features.
Post by: AllisonW on January 26, 2015, 01:52:07 AM
Apparently the joke I made didn't go over super-well with everyone. My apologies and I'll try to avoid that kind of humour in the future. :(
Title: Re: Latest experimental features.
Post by: Closet Pankin on January 26, 2015, 02:03:49 AM
So what's this dragon snatch? Is this for the martial art? Because I couldn't stop laughing when I read this.

(http://i.imgur.com/9GHID2g.png)

They're adding infrastructure for the Bad Dragon update.

I'm afraid this was a martial-arts fix.  Dragon Kung Fu has a grab-and-knee tech called the Dragon Snatch, but it wasn't actually doing anything significant.  Now it does.

Sorry, AllisonW et al.  ):

>tfw can't travel west to Arizona and find rare sextoy weapons that do incredible damage and apply morale bonus


Also:


Apparently the joke I made didn't go over super-well with everyone. My apologies and I'll try to avoid that kind of humour in the future. :(

Pffctwhat? Isn't it obviously a joke? Was someone offended by it or something, because all I saw was KA101 saying that dragon dildos were a no-go unlike mi-go.

I see no reason for you to apologize.
Title: Re: Latest experimental features.
Post by: AllisonW on January 26, 2015, 02:27:17 AM
Pffctwhat? Isn't it obviously a joke? Was someone offended by it or something, because all I saw was KA101 saying that dragon dildos were a no-go unlike mi-go.

I see no reason for you to apologize.

Well, I did. Just leave it.
Title: Re: Latest experimental features.
Post by: KA101 on January 26, 2015, 02:35:03 AM
There appeared to be some confusion, so I decided to clarify; in the process, this joke reminded me of some rather unpleasant memories I had the non-pleasure of living.

I've had even less sleep in the past 36 hours or so than my usual, and allowed my temper to show.

That's not an excuse, though.  My apologies, all.
Title: Re: Latest experimental features.
Post by: Closet Pankin on January 26, 2015, 02:46:22 AM
There appeared to be some confusion, so I decided to clarify; in the process, this joke reminded me of some rather unpleasant memories I had the non-pleasure of living.

I've had even less sleep in the past 36 hours or so than my usual, and allowed my temper to show.

That's not an excuse, though.  My apologies, all.

Oh man, I'm sorry. I didn't see anyone taking offense so I was really confused what people were taking about.
Title: Re: Latest experimental features.
Post by: Mattamue on January 26, 2015, 05:17:22 AM
I've been talking through these updates on youtube as a commentary and review of the change list on github.

https://www.youtube.com/playlist?list=PLDjamjFb7Muqy9sp51LnvIoYqnKgSt0kJ (https://www.youtube.com/playlist?list=PLDjamjFb7Muqy9sp51LnvIoYqnKgSt0kJ)

Included a feature highlight in the 3rd one. Fit in a quick shot of the experimental feature in the 2nd one. Open to feedback on how to make it better including more or less of these things. Thanks for the great game and the unique community. This is my shot at giving back more than a donation.
Title: Re: Latest experimental features.
Post by: Kevin Granade on January 27, 2015, 05:34:04 AM
Neat! Do that for all the changes and you can be our official project crier ;)
(there's just a few thousand of them...)
Title: Re: Latest experimental features.
Post by: KA101 on January 27, 2015, 09:56:05 AM
Neat! Do that for all the changes and you can be our official project crier ;)
(there's just a few thousand of them...)

Need an Atomic Power Throat for that.  Hear ye, hear ye.

Just put through some more critter-faction work by Coolthulhu, AllisonW's new professions, and a host of fixes and infrastructure work.  i2amroy's putting in a lot of effort in the infrastructure, and ideally you the players probably won't notice it, unlike the butchery bug (should be fixed, thanks to Kevin and Narc for the assist there).
Title: Re: Latest experimental features.
Post by: AllisonW on January 27, 2015, 10:08:47 AM
AllisonW's new professions

Jakers's, too! Three of them are his, and all of mine were made for/inspired by his scenario proposal. :)
Title: Re: Latest experimental features.
Post by: KA101 on January 27, 2015, 10:27:24 AM
AllisonW's new professions

Jakers's, too! Three of them are his, and all of mine were made for/inspired by his scenario proposal. :)

True, his original idea, and we appreciate it.  You put in the effort to get it off of the forum though and most of the ideas are yours.  The actual heavy lifting here was you.  And you're gonna have to live with that.  ;-)
Title: Re: Latest experimental features.
Post by: Vareruma on January 27, 2015, 06:11:00 PM
Niten Ichi-Ryu has been merged, which is a martial art based on katana, wakizashi and alike weapons, such as bokken and quarterstaff. (I discovered it today by reading the relative book inside a mansion)

From a quick look to the JSON file, it looks like perception based (more means higher damage), and increases block but reduces dodging while moving/attacking. However, if you manage to dodge, you can unleash a special attack next turn.
Title: Re: Latest experimental features.
Post by: Mattamue on February 02, 2015, 02:56:01 AM
New Sunday; new review of Cata's updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.

At the end of the video we do a local json change to modify an item for how I want to play the game. This isn't a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!

http://youtu.be/hLiB-ulwQcA (http://youtu.be/hLiB-ulwQcA)
Title: Re: Latest experimental features.
Post by: AllisonW on February 02, 2015, 03:40:40 AM
New Sunday; new review of Cata's updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.

At the end of the video we do a local json change to modify an item for how I want to play the game. This isn't a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!

http://youtu.be/hLiB-ulwQcA (http://youtu.be/hLiB-ulwQcA)

Yaaaaay I got featured! (*she, though)
Title: Re: Latest experimental features.
Post by: RipRoarinBoogerPenis on February 03, 2015, 01:52:03 AM
New Sunday; new review of Cata's updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.

At the end of the video we do a local json change to modify an item for how I want to play the game. This isn't a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!

http://youtu.be/hLiB-ulwQcA (http://youtu.be/hLiB-ulwQcA)

I love these keep doing them
Title: Re: Latest experimental features.
Post by: KA101 on February 03, 2015, 01:53:12 AM
Sorry, can't hear you over all these potatoes & oats (https://github.com/CleverRaven/Cataclysm-DDA/pull/11093) I'm processing for food, preservation, and brewing.

AllisonW is doing a lot of nice work lately, and aeirce should have put paid to the piercing-XP problem (https://github.com/CleverRaven/Cataclysm-DDA/pull/11092), too.  :-D
Title: Re: Latest experimental features.
Post by: AllisonW on February 03, 2015, 05:52:30 AM
Sorry, can't hear you over all these potatoes & oats (https://github.com/CleverRaven/Cataclysm-DDA/pull/11093) I'm processing for food, preservation, and brewing.

AllisonW is doing a lot of nice work lately, and aeirce should have put paid to the piercing-XP problem (https://github.com/CleverRaven/Cataclysm-DDA/pull/11092), too.  :-D

Awww, thank you! <3

The potatoes and oats are probably the really important crops in that PR, though. Broccoli and zucchini are mostly for the folks who want V8, and I probably would have skipped over celery and cucumbers entirely had they not been requested. This is much of the reason I felt a need to follow up with a PR to add uses to cucumbers (just pickled vegetables, alas) and celery (plenty of soups, at least). IMO they still don't have a lot going for them, but at least a little more than they did before.
Title: Re: Latest experimental features.
Post by: i2amroy on February 03, 2015, 09:05:34 PM
New Sunday; new review of Cata's updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.

At the end of the video we do a local json change to modify an item for how I want to play the game. This isn't a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!

http://youtu.be/hLiB-ulwQcA (http://youtu.be/hLiB-ulwQcA)
2 small things. Cygwin is pronounced "sig"-"win", and you got it backwards, it's the linux environment being run on Windows (as opposed to Windows being run on Linux). Great update review though. :)
Title: Re: Latest experimental features.
Post by: Mattamue on February 09, 2015, 10:33:05 PM
Current updates:

http://youtu.be/DkK4Bw_XQhM (http://youtu.be/DkK4Bw_XQhM)

No skip button this time, but I think I stayed focused on the changes and kept up the pace.

For something new next time; any contributors interested in an interview? I think I'd like to take 10-20m and get some nibbles on how you found CDDA, inspiration, and the willpower to help grow this unique little community. Send me a pm with times if you are interested. We'll see if we can schedule and find a voip to chat.
Title: Re: Latest experimental features.
Post by: nickspaceman on February 10, 2015, 08:45:47 PM
y'know there is this thing http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/
Title: Re: Latest experimental features.
Post by: Zireael on February 11, 2015, 08:25:32 AM
I heard V-menu now does categories!
Title: Re: Latest experimental features.
Post by: KA101 on February 11, 2015, 08:30:25 AM
I heard V-menu now does categories!

Indeed.  We also merged some speed-optimization with lighting, some localization fixes, and plenty of other cleanup-code.  Rivet's been proofreading ALL THE THINGS and Kevin hopefully streamlined mod-handling for the stuff that made it into mainline.
Title: Re: Latest experimental features.
Post by: Closet Pankin on February 11, 2015, 04:58:58 PM
I heard V-menu now does categories!

Indeed.  We also merged some speed-optimization with lighting, some localization fixes, and plenty of other cleanup-code.  Rivet's been proofreading ALL THE THINGS and Kevin hopefully streamlined mod-handling for the stuff that made it into mainline.

Sweet!
Title: Re: Latest experimental features.
Post by: Fengferth on February 13, 2015, 01:58:38 PM
The Tailor's Kit is my new best friend, it allows you to add a small amount of pockets and add fur, leather and kevlar lining. Very nice addition.
Title: Re: Latest experimental features.
Post by: Chaz on February 13, 2015, 06:30:02 PM
Daaaaamn, I have not been keeping up with this at all, ahaha. I'm really excited to try all of these things out, but ideally I wanna wait until 0.C is ready and stable before I attempt to play it! That said, I might still pick up an experimental build soon and give it a little poke - now that I have my own mods for my custom class stuff, it's easy enough to at least bring ChazMoth forward to new versions :D
Title: Re: Latest experimental features.
Post by: Jaso11111 on February 13, 2015, 08:45:39 PM
Sorry, can't hear you over all these potatoes & oats (https://github.com/CleverRaven/Cataclysm-DDA/pull/11093) I'm processing for food, preservation, and brewing.

AllisonW is doing a lot of nice work lately, and aeirce should have put paid to the piercing-XP problem (https://github.com/CleverRaven/Cataclysm-DDA/pull/11092), too.  :-D
Are you trying to put a bomb in my potato wife?!
Title: Re: Latest experimental features.
Post by: Khrysanth on February 14, 2015, 01:45:20 AM
Sorry, can't hear you over all these potatoes & oats (https://github.com/CleverRaven/Cataclysm-DDA/pull/11093) I'm processing for food, preservation, and brewing.

Alright, I held off as long as I could... But every time I see this, my mind continuously reads this as "potatoes & cats".
Title: Re: Latest experimental features.
Post by: Ishindri on February 14, 2015, 05:08:47 AM
Just added, item damage statuses have been changed (https://github.com/CleverRaven/Cataclysm-DDA/pull/11209) from descriptors to two colored characters!  Makes it much more convenient to assess the condition of your gear at a glance. Also, more filtering options (https://github.com/CleverRaven/Cataclysm-DDA/pull/11235) have been added to the advanced inventory menu: multiple item search, negation, and category and material search.
Title: Re: Latest experimental features.
Post by: Chaz on February 14, 2015, 07:09:35 AM
Duuuude, item health bars! That is definitely going to be super-useful, especially for training tailoring!
Title: Re: Latest experimental features.
Post by: Jakers on February 14, 2015, 10:03:22 AM
The latest features are absolutely brilliant, I must say. Hats off to all those who made them happen!
Title: Re: Latest experimental features.
Post by: TheFlame52 on February 14, 2015, 03:22:29 PM
All this cool stuff almost makes be want to get back into Cata.
Title: Re: Latest experimental features.
Post by: nickspaceman on February 14, 2015, 10:36:00 PM
All this cool stuff almost makes be want to get back into Cata.
then get back in there and make a super car! or some such
Title: Re: Latest experimental features.
Post by: Rhodri on February 14, 2015, 10:50:30 PM
All this cool stuff almost makes be want to get back into Cata.
Yes! Get back in there and put on some new fit-over sunglasses!
Title: Re: Latest experimental features.
Post by: bubbadoo14 on February 14, 2015, 11:23:05 PM
So anyone know what is the most stable experimental so far? 0.C seems to have a lot of new features that seem cool (infighting) but the experimentals seem to be really unstable. (because of infighting)
Title: Re: Latest experimental features.
Post by: Nioca on February 15, 2015, 04:45:40 AM
Just got the most recent experimental. After some travel, I found a farm. And as I came up to the front door, my foot nearly found a bear trap. Several of them, actually. So that's nifty. It actually got me paranoid that I'd step into the farm and find an angry survivor.
Title: Re: Latest experimental features.
Post by: i2amroy on February 15, 2015, 09:21:26 PM
Stat changes from mutations are in the JSON files now! Feel free to add your own stat mutations in mods now!

Also content freeze just went up, so that means we're getting close to the next release!
Title: Re: Latest experimental features.
Post by: Coolthulhu on February 15, 2015, 09:39:10 PM
Also content freeze just went up, so that means we're getting close to the next release!

What does content freeze mean?

I have a big change coming up. It changes the mechanics of all iuse functions that asked "what to do with your x?" - they're now an array of use functions rather than one function that branches into other functions.

Can it get through or will I have to revive it after 0.C is out?
Title: Re: Latest experimental features.
Post by: StopSignal on February 15, 2015, 09:47:47 PM
Content freeze is like, they won't add more stuff and just erradicate all bugs, to make the release as clean as possible.
Title: Re: Latest experimental features.
Post by: i2amroy on February 15, 2015, 09:49:48 PM
It means most code changes are on hold (excluding typo/string fixes), JSON changes are not. That said because the code is frozen you shouldn't have any non-trivial conflicts showing up over time, meaning you can still finish your rework and PR it, it just won't get merged until right after .C happens.

Personally I tend to look on the content freeze as a bit of a blessing for some of the bigger rework PR's, because you don't really need to put in any effort in staying updated with the mainline and can focus purely on whatever rework you are working on.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on February 16, 2015, 01:37:57 AM
All this cool stuff almost makes be want to get back into Cata.

Not ready to loose my weekends again tho...
Title: Re: Latest experimental features.
Post by: TheFlame52 on February 16, 2015, 02:04:55 AM
I already lose my weekends, just I have a dwarf fortress that's going really well, I've almost domesticated voracious cave crawlers and buzzards. I'm trying to catch a female giant sparrow because I have five fucking males.
Title: Re: Latest experimental features.
Post by: Kevin Granade on February 16, 2015, 02:08:44 AM
I already lose my weekends, just I have a dwarf fortress that's going really well, I've almost domesticated voracious cave crawlers and buzzards. I'm trying to catch a female giant sparrow because I have five not fucking males.
FTFY
Title: Re: Latest experimental features.
Post by: Mattamue on February 16, 2015, 04:22:04 AM
http://youtu.be/zNFhTS2dRbE (http://youtu.be/zNFhTS2dRbE)

Go over the past week's changes with some bonus footage on how to find a pull request if you have questions on how something works!
Title: Re: Latest experimental features.
Post by: StopSignal on February 16, 2015, 09:10:47 PM
I already lose my weekends, just I have a dwarf fortress that's going really well, I've almost domesticated voracious cave crawlers and buzzards. I'm trying to catch a female giant sparrow because I have five not fucking males.
FTFY

Oh god yes, hahahah.
Title: Re: Latest experimental features.
Post by: Paranoid Alaskan on February 17, 2015, 07:35:36 AM
I already lose my weekends, just I have a dwarf fortress that's going really well, I've almost domesticated voracious cave crawlers and buzzards. I'm trying to catch a female giant sparrow because I have five fucking males.
you lose your weekends to dwarf fortress? I used to but now I lose them to Space station 13. I can still remember this one revolution caused by a guy named Joesph Hitler....
Title: Re: Latest experimental features.
Post by: Chaz on February 18, 2015, 03:34:15 PM
Also content freeze just went up, so that means we're getting close to the next release!

Belatedly (Like... three or four days belatedly) this is the most wonderful birthday present I could ask for. \o/

I'll probably pick up one of the experimentals once there's been some more bugfixing, I'm pretty excited for all this!
Title: Re: Latest experimental features.
Post by: Zireael on February 18, 2015, 06:26:09 PM
Also content freeze just went up, so that means we're getting close to the next release!

That's brilliant news, any ETA?
Title: Re: Latest experimental features.
Post by: i2amroy on February 18, 2015, 07:14:07 PM
Usually we have a few weeks of fixes, with maybe a week of string freeze, but it all comes down to how fast we squish the remaining bugs really.
Title: Re: Latest experimental features.
Post by: Mattamue on March 01, 2015, 04:07:49 AM
http://youtu.be/A8AsNe8jsI8 (http://youtu.be/A8AsNe8jsI8)

2/15-2/28 changes with a read-through of Kevin's epic change list.

I may steal those sections for later videos :)
Title: Re: Latest experimental features.
Post by: Coolthulhu on March 02, 2015, 07:29:05 AM
If you're compiling the game yourself, you can now get an experimental, unfinished z-level build by adding ZLEVELS=1 to the "make" line. It doesn't do anything interesting yet.

Not sure if it's a good place: my semi-old PR got skipped in the last "merge wave", probably due to being buried under other PRs. I first sent it with [WiP] name, so I guess it wasn't queued. Now I think it is ready for testing.
https://github.com/CleverRaven/Cataclysm-DDA/pull/11275

If the above PR gets in, modding multiple use items will not require touching source code at all. For example, toolbox could be easily changed to display a menu with "reinforce with tape" (from basic repair kit), "pull nails" (hammer), "saw metal" (hacksaw), all 4 knife-related functions and "saw logs to planks" (wood saw).
Title: Re: Latest experimental features.
Post by: KA101 on March 02, 2015, 07:31:33 AM
If you're compiling the game yourself, you can now get an experimental, unfinished z-level build by adding ZLEVELS=1 to the "make" line. It doesn't do anything interesting yet.

Not sure if it's a good place: my semi-old PR got skipped in the last "merge wave", probably due to being buried under other PRs. I first sent it with [WiP] name, so I guess it wasn't queued. Now I think it is ready for testing.
https://github.com/CleverRaven/Cataclysm-DDA/pull/11275

If the above PR gets in, modding multiple use items will not require touching source code at all. For example, toolbox could be easily changed to display a menu with "reinforce with tape" (from basic repair kit), "pull nails" (hammer), "saw metal" (hacksaw), all 4 knife-related functions and "saw logs to planks" (wood saw).

WIP, buried, and I'm not eager to merge something like that under the freeze: good chance that if it breaks something (it won't, but if it does anyway) we'd have that in the stable.
Title: Re: Latest experimental features.
Post by: Coolthulhu on March 02, 2015, 07:35:32 AM
WIP, buried, and I'm not eager to merge something like that under the freeze: good chance that if it breaks something (it won't, but if it does anyway) we'd have that in the stable.

Sorry, I thought the freeze ended. Didn't expect the z-levels to get in before it, not even disabled with the defines.
Nevermind then, it's not critical.
Title: Re: Latest experimental features.
Post by: KA101 on March 02, 2015, 07:46:36 AM
WIP, buried, and I'm not eager to merge something like that under the freeze: good chance that if it breaks something (it won't, but if it does anyway) we'd have that in the stable.

Sorry, I thought the freeze ended. Didn't expect the z-levels to get in before it, not even disabled with the defines.
Nevermind then, it's not critical.

End-of-freeze is marked by a new stable being released...and promptly rendered obsolete by the new experimentals.  :-D
Title: Re: Latest experimental features.
Post by: brroleg on March 02, 2015, 07:07:30 PM
Is this bug fixed? : when you start game in LMOE shelter at middle of winter its warm inside, but the moment you open door outside its instantly become freezing cold inside.
Title: Re: Latest experimental features.
Post by: KA101 on March 02, 2015, 10:23:35 PM
Is this bug fixed? : when you start game in LMOE shelter at middle of winter its warm inside, but the moment you open door outside its instantly become freezing cold inside.

First I'd heard of it, so I'm gonna say no, it's not.  That said I think it's somewhat realistic--letting the heat out is a Thing, but it probably shouldn't be quite that dramatic.
Title: Re: Latest experimental features.
Post by: Pthalocy on March 03, 2015, 05:10:22 AM
Yeah maybe it feels that way when you're not ready for it lol, though I would support it being worked into the game more naturally!
Title: Re: Latest experimental features.
Post by: Mattamue on March 09, 2015, 06:15:12 AM
http://youtu.be/xGavJrSwSQM (http://youtu.be/xGavJrSwSQM)

Week of 3/1/15-3/7/15 development of Cataclysm: Dark Days Ahead. Review of some issues and pull requests on the project's Github.

Highlighting some new features coming in the update in-game.
Title: Re: Latest experimental features.
Post by: bubbadoo14 on March 10, 2015, 10:11:47 PM
Yeah maybe it feels that way when you're not ready for it lol, though I would support it being worked into the game more naturally!
Then you can leave a fire burning in a stove at your base, so your base is warm inside, we can have Indoor heating!

That just gave me a good idea. Houses may have a central heating unit, and with high enough construction/electronics you can probably build a wood-fired central heating unit.
Title: Re: Latest experimental features.
Post by: stk2008 on March 12, 2015, 08:55:12 AM
Mattamue i got to admit i really appriciate you doing the youtube blogs on latest builds.

Thanks :)
Title: Re: Latest experimental features.
Post by: Coolthulhu on March 12, 2015, 04:49:58 PM
Multi-use items rework got in, but it is mostly a technical thing.

If anyone wants to make fireweapon type items, there's one thing to keep in mind: when a fueled weapon runs out of fuel, the FIRST (and only the first) use function will be invoked. So if the use functions are [ Knife, fireweapon ], then when the fuel runs out, weapon will ask for an item to cut instead of turning off (possibly doing so every single turn).

Timed/tick/upkeep effects are ALL invoked every single turn.

This isn't a perfect solution, but changing it would require reworking almost every single effect that occurs at 0 charges (grenades exploding).
Title: Re: Latest experimental features.
Post by: Frostwood on March 13, 2015, 12:41:18 AM
Mutation Category jsonfication got in.

If you want to add your own mutagen or iv the flag has to be "MUTCAT_" catagory, i.e if your category is a dragon mutation catagory, and you've named your catagory DRAGON, the flag for the mutagen and iv catagory would have to be MUTCAT_DRAGON.
Title: Re: Latest experimental features.
Post by: KA101 on March 13, 2015, 09:36:36 PM
Mutation Category jsonfication got in.

If you want to add your own mutagen or iv the flag has to be "MUTCAT_" catagory, i.e if your category is a dragon mutation catagory, and you've named your catagory DRAGON, the flag for the mutagen and iv catagory would have to be MUTCAT_DRAGON.

That said, new mutations will still require C++ compilation to hook into the code.

But now Fliprofl of the IIRC can have xyr Dragonform.  :-)
Title: Re: Latest experimental features.
Post by: youtoo on March 15, 2015, 05:02:09 PM
How about a new thread after each official release. Its hard to tell what is coming after an official release.
Title: Re: Latest experimental features.
Post by: noname1208 on March 16, 2015, 04:22:12 PM
I kind of agree with the new thread per release, but maybe to keep things consolidated one of us just post when there is a difference and maybe Kevin can put a link to that one comment on the first post in this thread?
Title: Re: Latest experimental features.
Post by: Kevin Granade on March 17, 2015, 03:51:55 AM
The whole point of the thread is the devs not having to post something with every change, so not a fan of having to do exactly that :)
Point taken with breaking the thread up, I'll start posting a new one per release.
Title: Re: Latest experimental features.
Post by: Abbysynth on March 19, 2015, 05:28:47 PM
What I'd personally really like is just a blurb in the experimentals download .zip list that says next to it what the build specifically adds, so you can see the last bunch at a glance. Ie. instead of:

Quote
(http://dev.narc.ro/icons/compressed.gif) cataclysmdda-0.C-2881.zip   2015-03-19 00:34   10M   

You'd see

Quote
(http://dev.narc.ro/icons/compressed.gif) cataclysmdda-0.C-2881.zip   2015-03-19 00:34   10M   -  Adds craftable narcotics

or whatever.

Though maybe now that I think about it's better for the players to discover if they choose? I dunno if the experimentals can really be considered spoiler territory.
Title: Re: Latest experimental features.
Post by: Rivet on March 19, 2015, 06:30:49 PM
What I'd personally really like is just a blurb in the experimentals download .zip list that says next to it what the build specifically adds, so you can see the last bunch at a glance.

Check this out. (http://ci.narc.ro/job/Cataclysm-Matrix/changes)

Title: Re: Latest experimental features.
Post by: Closet Pankin on March 19, 2015, 07:34:49 PM
What I'd personally really like is just a blurb in the experimentals download .zip list that says next to it what the build specifically adds, so you can see the last bunch at a glance.

Check this out. (http://ci.narc.ro/job/Cataclysm-Matrix/changes)

I would recommend adding this list to the Cataclysm main page. It's a very good resource but it's too hard to find.
Title: Re: Latest experimental features.
Post by: Zireael on March 19, 2015, 08:16:36 PM
What I'd personally really like is just a blurb in the experimentals download .zip list that says next to it what the build specifically adds, so you can see the last bunch at a glance.

Check this out. (http://ci.narc.ro/job/Cataclysm-Matrix/changes)

I would recommend adding this list to the Cataclysm main page. It's a very good resource but it's too hard to find.

Good point.
Title: Re: Latest experimental features.
Post by: Zero on March 20, 2015, 06:41:48 PM
Are we still blurbing here? Because my first contribution got merged in and I'm proud of it. I call it "modular hotkeys".

For players: Now, when you 'r'epair a vehicle and have multiple tools to pick from to actually complete the repair, like a vehicle rig, acetylene torch and duct tape, the first item has the hotkey 'r' instead of '1'. So you can just spam 'r' to fix your rig!

For devs: Actions that throw up menus can now more easily pick what hotkeys are assigned to that menu. This is currently implemented in consume tools' call to menu_vec to pick from a menu. There's no particular reason this couldn't be added to other users of consume_tools where appropriate.
Title: Re: Latest experimental features.
Post by: Litppunk on March 20, 2015, 08:00:45 PM
cool. Btw I made a thread for experimental features not yet merged, with any of the mainline. I did it in an attempt to get add-ons not in the mainline a chance to be seen in the light and requested adding into the main. I have a feel this already exists somewhere but until I see it ima keep the one I made open and organized....as soon as some add-ons actually start to get listed.
Title: Re: Latest experimental features.
Post by: KA101 on March 21, 2015, 01:27:03 AM
cool. Btw I made a thread for experimental features not yet merged, with any of the mainline. I did it in an attempt to get add-ons not in the mainline a chance to be seen in the light and requested adding into the main. I have a feel this already exists somewhere but until I see it ima keep the one I made open and organized....as soon as some add-ons actually start to get listed.

We call that the Drawing Board & Lab.  ;-)
Title: Re: Latest experimental features.
Post by: Litppunk on March 21, 2015, 02:34:43 AM
can I still keep the thread open to organize links and descriptions of what they do? Planning on organizing by having all of one authors in there post and having enough desc in the OP to direct anyone thats looking for "boat add ons" or "better weapons" etc
Title: Re: Latest experimental features.
Post by: KA101 on March 21, 2015, 03:36:52 AM
can I still keep the thread open to organize links and descriptions of what they do? Planning on organizing by having all of one authors in there post and having enough desc in the OP to direct anyone thats looking for "boat add ons" or "better weapons" etc

Meh, include a link to the topic on using Git as well, sure.

And on topic, pushed through some NPC fixes and the difficulty-enhancer.  If zeds seem to get tougher after a season, that's because they are getting tougher.  I expect we'll be tweaking that at some point.  Food gets more powerful as you starve, by popular demand; not sure how that plays with mutating but wev.

And the Necropolis may be a little more interesting now, too.

Gonna see about landing BevapDin's mapgen update, so with any luck we'll be that much more able to write new structures and hopefully get underground working properly again.

Update: 2891, coming off Jenkins as I write this, contains the mapgen updates.  If something breaks, please let us know in the Garage.  And if things don't break, well, that's why we love BevapDin.
Title: Re: Latest experimental features.
Post by: dreukrag on March 21, 2015, 11:24:14 PM
Awesome, but I've never found a necropolis before, even when messing with mapgen.

Anyway, layering was changed and its awesome except that there's some strange behavior going on, you get penalties for putting your [SKINTIGHT] as most inner for example or can't wear a boonie hat + balaclava.
Title: Re: Latest experimental features.
Post by: Litppunk on March 22, 2015, 03:13:21 PM
@ KA ok, planned on probably having links to both forum page and get hub dl page.
Title: Re: Latest experimental features.
Post by: Ishindri on March 24, 2015, 12:13:39 AM
Awesome, but I've never found a necropolis before, even when messing with mapgen.

You might have one and not know it, I certainly did until I knew what to look for.  It appears as a 9x9 town on the overmap, search for 'salon'. 
Title: Re: Latest experimental features.
Post by: dRbiG on March 24, 2015, 11:02:34 AM
Note on the Unicode warning:

The idea is: if you see boxes/other weird characters on Unices and you did get the warning please first try running the game while having a UTF-8 locale setup properly.

I'm not sure how much the locale settings actually affect the SDL version, but having a UTF-8 locale seems to be the only sure way to ensure the ncurses version renders correctly. If you have UTF-8 locale working but still see boxes you should ensure the font you're using actually has Unicode glyphs... yeah the Unicode issue is non-trivial.

Please note that even if you play plain English the game still uses Unicode characters, like in 'niño', or the ellipsis '…'.

And remember you can just ignore the warning anyway.

Exhaustive guide on locale on Linux (and probably applicable to all other Unices too): https://wiki.archlinux.org/index.php/Locale

Title: Re: Latest experimental features.
Post by: Zireael on March 24, 2015, 05:27:02 PM
Does d59e03a (aka build #2914) have the skill training changes?
Title: Re: Latest experimental features.
Post by: KA101 on March 25, 2015, 12:48:45 AM
Does d59e03a (aka build #2914) have the skill training changes?

If it's the one that went up around 3-4 AM US Eastern, yeah.  I'll open a new thread for feedback on those since Git has been lively.

Update: pile of Stuff, including expanded musical instruments and some more infrastructure toward z-levels, in 2920.  2919 has some recipe nerfage as well as the fixes and music, in case something goes wrong with the coordinate rework (shouldn't--tested it pretty well--but in case it does).
Title: Re: Latest experimental features.
Post by: vultures on April 01, 2015, 01:38:03 AM
Finally had some spare time to spend on 0.C experimental - and besides the praises you're pretty much used to I had but one other thing:

There was this nuisance a while back which haven't bothered me much, but I feel it's about time to point it out. For once it seemed as a mercurial shiver in the latest experimental code which is inherited, so I've left it alone. Upon downloading the win-SDL and starting the game with my survivor character, in a default-setting world I found the error appearing yet another time.
Altough I enjoy wacky things in RL games, my character was stranded in the woods with spring-flurries sticking on his wintercoat whereas he had no pants nor shoes. Altough I sometimes imagine my character being a novice, showoff-wrestler martial artist in heavy jacket it made me wonder if I ate my shoes or would I find my pants stuck in some triffid's branch.

With that off my chest, I'm back to playing 0.C again. :)
Title: Re: Latest experimental features.
Post by: Zireael on April 01, 2015, 03:05:47 PM
A thing based on Reaper's running mod just went in. I can't find the key to toggle it, though :P
Title: Re: Latest experimental features.
Post by: Litppunk on April 01, 2015, 04:39:34 PM
shouldn't it be in the keybindings? you know:
Code: [Select]
? > 1
Title: Re: Latest experimental features.
Post by: KA101 on April 02, 2015, 03:43:26 AM
Default key to toggle the running is \, and OzoneH3 has brought the goods with an in-game color-customizer.  Now folks can change the colors DDA uses for things to whatever other color they might need or want.  Brilliant job making DDA more  accessible, OzoneH3.  :-D
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 02, 2015, 03:51:57 AM
Kevin merged my turret aiming rework.
Manual turret aiming should now be way less unusable and clunky.

Get onto the turret tile, put down your weapon and press 'f' to aim it like with a normal gun. Press 'F' to make it switch between burst and 1 shot mode.
Can also aim all turrets at once by pressing 'f' while sitting on the controls.
You can't aim yet (only pick targets) and it doesn't give any mechanical buffs yet, except the ability not to hit own car while shooting over it.
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 02, 2015, 04:49:21 AM
One note about running/stamina, you can't opt out of it by just not running, melee also eats stamina based on various factors, and low stamina slows down your melee attacks too, so no more standing at a window swinging away at zombies all day long.
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 02, 2015, 08:42:07 AM
One note about running/stamina, you can't opt out of it by just not running, melee also eats stamina based on various factors, and low stamina slows down your melee attacks too, so no more standing at a window swinging away at zombies all day long.

The new stamina system is good and changes the way combat looks and - probably more importantly - will allow giving zeds their rightfully deserved buffs now that anyone can run away even from hulks. And you don't even need to outrun the hulk, just the nearest animal that the hulk will be interested in.

Tiring in combat needs a bit of tweaking, though. It favors light weapons that were already better than heavy weapons and recently became even more so due to the layering nerf (even with the armor buff to compensate).
Title: Re: Latest experimental features.
Post by: Litppunk on April 02, 2015, 10:54:35 PM
cool good to know... but damit now I have to update again cuz thats too good a add-on to keep playing with current game. :( Ah well needed to restart character anyways so I don't even need to move save.
Title: Re: Latest experimental features.
Post by: Valpo on April 03, 2015, 12:00:17 PM
Stamina is in? Have all my thx.
Title: Re: Latest experimental features.
Post by: Litppunk on April 03, 2015, 12:53:07 PM
you guys are too good for your own...good you know that right? Awesome job again everyone.
Title: Re: Latest experimental features.
Post by: Valpo on April 03, 2015, 03:14:27 PM
I just got flung into a wall by a brute... barely survived then ran! away 10/10
Title: Re: Latest experimental features.
Post by: Random_dragon on April 04, 2015, 07:57:39 AM
And mod has been merged. Much squee ensues.
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 04, 2015, 05:17:57 PM
KA101 just merged my radio bomb PR. Actually radio-activated item, but only bombs (and noise emitter) got the tags for now. Autolearn at 4 elec/2 fab for radio mod.
You need a RC controller to activate those, making it rather hard to use and cost per/bomb is quite steep, but I intend to follow up with an update for it.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 04, 2015, 05:41:49 PM
Today is the day of The Moddening it seems. owo
Title: Re: Latest experimental features.
Post by: KA101 on April 04, 2015, 06:12:50 PM
KA101 just merged my radio bomb PR. Actually radio-activated item, but only bombs (and noise emitter) got the tags for now. Autolearn at 4 elec/2 fab for radio mod.
You need a RC controller to activate those, making it rather hard to use and cost per/bomb is quite steep, but I intend to follow up with an update for it.

And as anyone who played the Bomberman games knows, remote detonators are worth it.  Unfortunately I was a little too close to the Keg O' Boom so my NPC co-rider caught a shrapnel upside the head, but we reduced the vault and the zombies to rubble & thin red paste.
Title: Re: Latest experimental features.
Post by: Valpo on April 04, 2015, 06:24:04 PM
So did he adopt a little rodent and started talking to it?
Title: Re: Latest experimental features.
Post by: KA101 on April 04, 2015, 06:29:07 PM
So did he adopt a little rodent and started talking to it?

Afraid not.
Title: Re: Latest experimental features.
Post by: Litppunk on April 05, 2015, 05:42:02 AM
hmm radio activated noisemaker bomb... have these been made to be merge-able into a single item? Or do you have to do them separate? Definitely an awesome item to have in case of "emergencies" especially if (remote noisemaker/bomb) is an (RC car/noisemaker/bomb) That is definitely one of the first "complex" items I would want to be able to make in a "real" zombie apocalypse.
Title: Re: Latest experimental features.
Post by: KA101 on April 05, 2015, 09:11:10 AM
hmm radio activated noisemaker bomb... have these been made to be merge-able into a single item? Or do you have to do them separate? Definitely an awesome item to have in case of "emergencies" especially if (remote noisemaker/bomb) is an (RC car/noisemaker/bomb) That is definitely one of the first "complex" items I would want to be able to make in a "real" zombie apocalypse.

Yeah, the idea is that you can attach a radio trigger to your noise emitter and turn it on/off remotely using the various remote controls.  No attaching it to an RC car yet.
Title: Re: Latest experimental features.
Post by: Litppunk on April 05, 2015, 03:18:36 PM
progress is progressive. I am happy.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 06, 2015, 08:04:02 PM
Hmm. Seeing the experimental content has already given me ideas for additions I'll have to make to my mod, next time I PR an update to it.

My fault for not paying attention to what was already in the latest experimental content, really. ;A;

Thyme definitely will be good for the "natural bandage" recipe the mod adds, since thyme's used as a disinfectant.

Also, stomachs. So tempted to incorporate that into the cheesemaking reaction, but...only wildlife where this really makes sense are deer and moose, as most of the animals that drop the "large stomach" item aren't ruminants.

I might need to look up whether enzymes from non-ruminant animal sources can be used as an alternative. o3o

EDIT: My mod's tweaking the Wilderness challenge to allow the mod classes also doesn't add the new wilderness classes, hnnng.
Title: Re: Latest experimental features.
Post by: TTex on April 07, 2015, 10:57:34 PM
Kevin merged my turret aiming rework.
Manual turret aiming should now be way less unusable and clunky.

Get onto the turret tile, put down your weapon and press 'f' to aim it like with a normal gun. Press 'F' to make it switch between burst and 1 shot mode.
Can also aim all turrets at once by pressing 'f' while sitting on the controls.
You can't aim yet (only pick targets) and it doesn't give any mechanical buffs yet, except the ability not to hit own car while shooting over it.

So we're taking steps to being able to re-enact that scene in Tremors...was it 2 or 3? Where Burt is sitting in the quad machinegun turret and laying into all the stage 2 graboids running at him? :)
Title: Re: Latest experimental features.
Post by: Nighthawk on April 09, 2015, 05:04:10 AM
I know it's already been discussed a bit, but man, I am loving the addition of stamina. It makes raiding cities a lot more viable early game, what with the ability to actually outrun most enemies, but can still result in your death if you're careless. Especially if your breath gives out. Like it did on me because I sprinted around everywhere like a madman.

Any comment on how it works together with rollerblades? I haven't found any and been able to test yet.
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 09, 2015, 05:42:56 AM
Any comment on how it works together with rollerblades? I haven't found any and been able to test yet.

Stamina cost is scaled so that it's per-turn. Running halves move cost.
So it works really well - you save on stamina and get huge speed. With mutations, you can go as low as 17 moves per tile, which means you could catch up with a car going 90 km/h. Without mutations you can go 28 moves/tile, which is comparable to a car going 55 m/h.

All while consuming only as much stamina as usual.
Title: Re: Latest experimental features.
Post by: Metekillot on April 09, 2015, 09:51:38 PM
Are there plans to add skills/mutations that affect your endurance and recovery, besides what affect encumberance and weight have?
Title: Re: Latest experimental features.
Post by: KA101 on April 12, 2015, 04:41:30 AM
Are there plans to add skills/mutations that affect your endurance and recovery, besides what affect encumberance and weight have?

Quite a few active mutations should cost stamina rather than fatigue/hunger/thirst.  Many things to do, not enough time.
Title: Re: Latest experimental features.
Post by: Valpo on April 12, 2015, 08:58:47 AM
stamina regen in lieu of direct costs for mutations should drain nutrition.
Move more get hungry faster.
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 12, 2015, 09:42:41 AM
I can't find Kevin's vision rework in PRs, meaning it's probably merged.
Smokes, glass etc. should affect vision differently now. I don't know exactly, but I think they should no longer "cut off" your vision and instead shorten it.

KA101 merged DaveK's Advanced Inventory Menu update. Lets you wear/unwear items with it and target items covered by vehicles.

Kevin merged my eating off the ground PR. Probably more importantly than just letting you eat off the ground, it makes it very easy to write functions that let you select stuff that's partially in your inventory and partially on the ground. Doesn't yet allow eating/selecting from vehicle cargo.

There are also some quite important technical changes by BevapDin. For example working field counts, which mean a single tile of blood will no longer force processing the entire 144 block tile.

3 new zombies: smoker zombear, stretchy zombie and (salvaged) power armored zombie.
Armored is by jokermatt999, smokerbear by FrostWood (both merged by KA101). I can't find who wrote the stretchy.
Title: Re: Latest experimental features.
Post by: KA101 on April 12, 2015, 10:47:03 AM
Kevin's went back for a little more work, and I think Frost-wood is responsible for the Blob-in-a-skin stretchy zed.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 12, 2015, 04:21:50 PM
And I'll also give additional thanks here to Nar0tiq for unfucking the lean-to load error. o3o
Title: Re: Latest experimental features.
Post by: Frostwood on April 12, 2015, 09:46:49 PM
I wrote the stretchy-blob zombie and the smoky, joker wrote the armored zombie.
Title: Re: Latest experimental features.
Post by: artisauce on April 14, 2015, 09:00:48 PM
I can't find Kevin's vision rework in PRs, meaning it's probably merged.
Smokes, glass etc. should affect vision differently now. I don't know exactly, but I think they should no longer "cut off" your vision and instead shorten it.

Does that mean it's possible to make unroofed windows on a car (or, to the effect, going sufficiently fast) get soaked with rain, reduce vision dramatically, and thus require windshield wipers?
Title: Re: Latest experimental features.
Post by: i2amroy on April 18, 2015, 11:50:33 AM
Zombies upgrading over time is in thanks to the efforts of Frost-wood! Hopefully it's bug free! (Of course, it's totally gonna turn out that I made some horrible mistake in merging it and destroyed everything now :P).

Once you hit day 14 basic zombies will begin to upgrade using a modified half life equation (60% per half life instead of 50%) with half lives of 14 days. The effects should become pretty noticeable after day 14, it ramps up rather quickly. Right now there's a bit of weirdness in what zombies are allowed to turn into (you can get normal zeds becoming soldiers or firemen, for example) but the mechanics are there and it's just a matter of tweaking some JSON files to add more in.

(In addition modders now have the ability to add their own upgrading monsters into mods! Yay!)
Title: Re: Latest experimental features.
Post by: Random_dragon on April 18, 2015, 12:50:35 PM
This can't end well. o3o
Title: Re: Latest experimental features.
Post by: Sanarr on April 18, 2015, 01:28:08 PM
Zombies upgrading over time is in thanks to the efforts of Frost-wood! Hopefully it's bug free! (Of course, it's totally gonna turn out that I made some horrible mistake in merging it and destroyed everything now :P).

Once you hit day 14 basic zombies will begin to upgrade using a modified half life equation (60% per half life instead of 50%) with half lives of 14 days. The effects should become pretty noticeable after day 14, it ramps up rather quickly. Right now there's a bit of weirdness in what zombies are allowed to turn into (you can get normal zeds becoming soldiers or firemen, for example) but the mechanics are there and it's just a matter of tweaking some JSON files to add more in.

(In addition modders now have the ability to add their own upgrading monsters into mods! Yay!)

What about  existing saves? I mean if I'll download recent experimental and drop my save folder in it (where my char is on second year) - would my Z's upgrade after "date of save transfer + 14  " ? 
Title: Re: Latest experimental features.
Post by: Zireael on April 18, 2015, 02:56:29 PM
I imagine they'd upgrade based on how late you are, i.e. how many 14 day units passed since day 14, if I'm understanding it correctly.
Title: Re: Latest experimental features.
Post by: Frostwood on April 18, 2015, 03:09:59 PM
if no last time loaded is set, it will set it to the current day. To prevent being surrounded by zombie hulks when you reload the game will check if more than a day has past and calculate the chance based on how much time has passed since you last visited the zombies.  If say you raid a town at night, collect some books, and then read for 14 days and come back to town, you are going to have a nasty surprise waiting for you.

Combined with upgrading zombie groups this should lead to advancing difficulty throughout the game.

Title: Re: Latest experimental features.
Post by: secretfire on April 18, 2015, 04:25:39 PM
Sweet feature!
Title: Re: Latest experimental features.
Post by: Valpo on April 19, 2015, 01:16:48 AM
I just realized that mouth encumbrance effects stamina regen. Thats great.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 19, 2015, 01:21:04 AM
Also gonna hope that my updates to More Survival Tools gets merged. ;A;
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 19, 2015, 01:56:23 AM
Also gonna hope that my updates to More Survival Tools gets merged. ;A;

The delay is probably because you included the tileset with it. This means that anyone who wants to test it has to use a tiles build and also that anyone who wants to test the tileset has to test the rest of the mod.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 19, 2015, 02:03:36 AM
Oh right. Scheisse. Having had some epic hassle trying to compile a tiles version, that explains it. ;A;

And thank you Coolthulhu for The Mergening. <3

EDIT: Also? At some point in development, non-moronic manual aiming of mounted MGs became a thing, allowing you to actually slap that sexy M2 on a frame and call it deployed. Yeeeeees.

I've yet to meet one that can outsmart boolet:
(click to show/hide)
Title: Re: Latest experimental features.
Post by: TTex on April 20, 2015, 12:44:03 PM
Something that's been on my mind in regards to the earlier talks on modifications to vehicles and such...

Is having/building tank treads as your means of locomotion instead of wheels feasible in any way? I just have this mental image of a survivor-built armored APC in the truest sense of the word tearing up the wastelands.
Title: Re: Latest experimental features.
Post by: jokermatt999 on April 20, 2015, 02:39:38 PM
Right now, we don't have any concept of torque vs rpm, so it'd be functionally identical.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 20, 2015, 04:28:20 PM
The real issue would be making multi-tile vehicle parts. As it stands so far, an emulation of treads would just be a line of wheel parts, so wrecking one tile wouldn't cause you to, say, slip a tread. owo
Title: Re: Latest experimental features.
Post by: jokermatt999 on April 20, 2015, 05:06:54 PM
That's something I'm going to work on soon.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 20, 2015, 07:18:21 PM
Ooh. Can we have a big multi-tile tank turret and barrel too? <3
Title: Re: Latest experimental features.
Post by: jokermatt999 on April 20, 2015, 07:23:09 PM
I was planning to work on construction vehicles next. I'd recommend asking Blaze about that once the systems in place. Anyway, we probably oughta take this to The Drawing Board since this isn't a feature...yet.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 20, 2015, 07:48:30 PM
Or do both construction vehicles and military ones, so we can make a bastardized killdozer.

EDIT: Meanwhile, have another PR. This one is just focused on the mod, so tile-free compiling may happily ensue: https://github.com/CleverRaven/Cataclysm-DDA/pull/12151 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12151)
Title: Re: Latest experimental features.
Post by: Azetepii on April 25, 2015, 05:00:51 PM
You modders are amazing. Thank you so much for these changes.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 25, 2015, 05:53:12 PM
I am not amazing. owo
Title: Re: Latest experimental features.
Post by: Chezzo on April 29, 2015, 08:51:13 AM
Did I miss some talk of Zombie Grenadiers and their many manhacks? Also, I heard some chatter on GitHub about a PREDATOR zombie that I can't wait to tile so I can avoid in game, because come on, it is a predator zombie.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 29, 2015, 08:54:58 AM
I've yet to encounter them. This is gonna suck, isn't it? ;A;
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 29, 2015, 09:10:14 AM
Did I miss some talk of Zombie Grenadiers and their many manhacks? Also, I heard some chatter on GitHub about a PREDATOR zombie that I can't wait to tile so I can avoid in game, because come on, it is a predator zombie.

It's basically a hunter on roids. Lots, lots of roids.

It has a nice special attack that can't be easily avoided with armor and is very hard to escape from, so it only spawns late in the game.
Title: Re: Latest experimental features.
Post by: Random_dragon on April 29, 2015, 09:17:24 AM
Also, derpy thought. Leather backpack needs 6 scrap metal in its crafting recipe. Not sure if you're making crude fasteners, zippers, or what. :V
Title: Re: Latest experimental features.
Post by: Kryxx on April 30, 2015, 02:38:07 PM
Also, derpy thought. Leather backpack needs 6 scrap metal in its crafting recipe. Not sure if you're making crude fasteners, zippers, or what. :V

Probably.

I'm not sure why there's not a hiking frame and pack, which would be made with pipes and leather/cloth. 
Title: Re: Latest experimental features.
Post by: Random_dragon on April 30, 2015, 06:32:46 PM
True. That gave me the idea of scrap metal being useful for pounding into grommets for a tarp in my current PR, but someone with a crippling vulnerability to Norwegians in steamboats convinced me that more duct tape is a better solution. o3o

Also, I should point out here that the standard improvised shelter uses a # on a green background in ASCII mode, a combination that's otherwise only used by bushes and shrubs and such.

That has caused annoying amusing discussion when I based the lean-to in More Survival Tools off of the improvised shelter.
Title: Re: Latest experimental features.
Post by: The Lone Badger on May 03, 2015, 07:30:13 AM
I notice the new microreactor CBMs in the experimental.
Is it correct that you fuel it by mixing up plutonium slurry and drinking it?
Title: Re: Latest experimental features.
Post by: Random_dragon on May 03, 2015, 07:39:47 AM
Yep. Enjoying exploding.
Title: Re: Latest experimental features.
Post by: Chezzo on May 03, 2015, 09:32:17 AM
Man, Feral Runners!
Title: Re: Latest experimental features.
Post by: DeWolf on May 04, 2015, 07:47:09 PM
With the clothing enhancement system now available why can we not do something similar with melee weapons?
Title: Re: Latest experimental features.
Post by: Valpo on May 04, 2015, 07:52:44 PM
because it needs a clever system which is not in place. As far as i know it the system used for guns is extremely meh and i heard the devs state not beeing willing to expand on that.

Maybe with a rewrite or something.

get to the drawing board !
Title: Re: Latest experimental features.
Post by: i2amroy on May 04, 2015, 07:57:21 PM
With the clothing enhancement system now available why can we not do something similar with melee weapons?
Lots of work with a fairly small reward, other ideas being worked on instead, an unwillingness to expand already clunky systems, the fact that it's a bit more in-depth of a change then just a simple one, no developer feeling like working on it at this moment, an overall lack of code-developers compared to the number of things for them to do; you pick your reason, just about any of them are a valid one. :P
Title: Re: Latest experimental features.
Post by: Random_dragon on May 04, 2015, 08:39:13 PM
The sooner I can make my zweihander menace with spikes of human bone and decorate it with hanging rings of copper, the better.
Title: Re: Latest experimental features.
Post by: Valpo on May 04, 2015, 08:51:42 PM
The sooner I can make my zweihander menace with spikes of human bone and decorate it with hanging rings of copper, the better.

Thats how i usualy identify vampires... human bone ornaments. near me you soon find yourself impaled with a spear and double as a makeshift lever.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 04, 2015, 09:09:05 PM
Well, if we had elf bones I'd use that. Does that make me more trustworthy? owo
Title: Re: Latest experimental features.
Post by: Valpo on May 04, 2015, 09:32:34 PM
Well, if we had elf bones I'd use that. Does that make me more trustworthy? owo

You d be my new drinking buddy.

perhaps from elf-a mutants?


To bad maier !!maier!! got tossed into lava or else we might have seen more of the lot-.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 04, 2015, 09:33:40 PM
And goblins. We need a good gobliny mutation category.

And dragons of course. owo
Title: Re: Latest experimental features.
Post by: Valpo on May 04, 2015, 09:38:11 PM
Cataclysm isn t the place for !!science!!

Btw we better stop derailing before a forum mod desides to do bad things.

So here i ll toss in something i noticed lately:

An acid zombie. I don t know what it exactly does. But perhaps its a weaker/stronger version of the spiter for the purpose of evolution?
Title: Re: Latest experimental features.
Post by: Random_dragon on May 04, 2015, 09:42:13 PM
Very well then. I still need to run a game to see the new varieties of zombie in action.

And to see whether my latest update to More Survival Tools has messed anything else up. =w=
Title: Re: Latest experimental features.
Post by: TheFlame52 on May 05, 2015, 05:34:44 PM
This all nearly makes me want to update and play again.
Title: Re: Latest experimental features.
Post by: Pthalocy on May 05, 2015, 05:41:00 PM
Mmm, livin innawoods.

One of few ways I know to survive longer! Woot.
Title: Re: Latest experimental features.
Post by: Urist McKoga on May 07, 2015, 02:54:05 PM
Cataclysm isn t the place for !!science!!

Btw we better stop derailing before a forum mod desides to do bad things.

So here i ll toss in something i noticed lately:

An acid zombie. I don t know what it exactly does. But perhaps its a weaker/stronger version of the spiter for the purpose of evolution?

Found one Acid Zombie, seems like he have melee acid attack. Also i find in day 1, and he does not spit so he is a different kinda of zombie. He also leaves a acid tile (not sure if the same or stronger of the spitter)
Title: Re: Latest experimental features.
Post by: Random_dragon on May 07, 2015, 04:11:12 PM
Seems to be a less annoying, non-ranged version of the spitter. Also mildly annoying in being around even with Mundane Zombies on, though it's tolerable.

I've yet to actually take any damage or suffer equipment damage from their acid, so it seems less agonizing than spitter attacks. O.o
Title: Re: Latest experimental features.
Post by: Fengferth on May 08, 2015, 12:15:30 PM
From what I've noticed in my only encounter with the corrosive zombie is that it tries to shoot an acid splat in the direction you are running (if you are running away ofc), it seems much more painful. I also could've sworn that I saw one melt through a wall.
Title: Re: Latest experimental features.
Post by: Coolthulhu on May 08, 2015, 12:53:56 PM
From what I've noticed in my only encounter with the corrosive zombie is that it tries to shoot an acid splat in the direction you are running (if you are running away ofc), it seems much more painful. I also could've sworn that I saw one melt through a wall.

It can't melt a wall, but it has a quite strong melee attack. It doesn't use it most of the time because it prefers spitting, but it can bash down a regular wall if it wants to.
Title: Re: Latest experimental features.
Post by: vache on May 08, 2015, 03:46:41 PM
From what I've noticed in my only encounter with the corrosive zombie is that it tries to shoot an acid splat in the direction you are running (if you are running away ofc), it seems much more painful. I also could've sworn that I saw one melt through a wall.

It can't melt a wall, but it has a quite strong melee attack. It doesn't use it most of the time because it prefers spitting, but it can bash down a regular wall if it wants to.

Oh man.  A zombie that would melt walls to get to you would be sick.  Player should be able to build acid proof walls to counter it though. 
Title: Re: Latest experimental features.
Post by: Random_dragon on May 08, 2015, 04:19:49 PM
Aw fuck, I've encountered corrosive zombies too. With Mundane Zombies on.

Please tell me the updates to Mundane Zombies have been PR'd and merged by now. =w=
Title: Re: Latest experimental features.
Post by: Valpo on May 08, 2015, 04:22:09 PM
You would willingly reduce the ammount of FUN in your game???? :O
Title: Re: Latest experimental features.
Post by: Random_dragon on May 08, 2015, 04:31:04 PM
Maybe?

Though personally I think some of the crazy zombies introduced in the recent updates are just fine, like the acidic zombie and the feral...runner I think.

Ranged acid attacks are bad for not melting though. ;w;
Title: Re: Latest experimental features.
Post by: RNGreed on May 17, 2015, 01:15:28 AM
So...whats really in the latest experimental version? As a person who's only played the stable so far I honestly don't have a clue and this thread's format doesn't seem to help much at all.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 17, 2015, 01:24:14 AM
So...whats really in the latest experimental version? As a person who's only played the stable so far I honestly don't have a clue and this thread's format doesn't seem to help much at all.

A large number of new items mainly, and some new mods/tilesets.

Would be hard to list them all. I will of course give a shameless plug and say you're missing out on this: http://smf.cataclysmdda.com/index.php?topic=9871.0 (http://smf.cataclysmdda.com/index.php?topic=9871.0)
Title: Re: Latest experimental features.
Post by: i2amroy on May 17, 2015, 02:29:37 AM
Lets see, since the last stable we've added (just a rough list, I'm sure I missed stuff):
(click to show/hide)
Once again that's just a rather rough list, but it captures at least most of the big things that I know of.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 17, 2015, 03:25:40 AM
Huehuehue. I do wish we had someone give a full list of all items added to the experimentals. Would, among other things, give me a good idea of what I might need to take into account as it pertains to my mod. owo
Title: Re: Latest experimental features.
Post by: i2amroy on May 17, 2015, 03:41:14 AM
The problem is that once you get over a certain number of commits (which we usually hit in a little over a week) Github begins to refuse to display a comprehensive compare changes screen. :P
Title: Re: Latest experimental features.
Post by: RNGreed on May 18, 2015, 02:46:13 AM
Excellent, thanks for the comprehensive reply.
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 18, 2015, 06:34:03 AM
Not in yet, but I'm jumping-up-and-down excited about acidia's new batch of changes, which not to be too spoilery, has a entirely new location populated with NPCs, and the longest mission chain in the game thus far.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 18, 2015, 06:36:20 AM
Not in yet, but I'm jumping-up-and-down excited about acidia's new batch of changes, which not to be too spoilery, has a entirely new location populated with NPCs, and the longest mission chain in the game thus far.

Do want. Does it add any new items I might need to factor in? o3o
Title: Re: Latest experimental features.
Post by: Fengferth on May 18, 2015, 01:57:21 PM
Not in yet, but I'm jumping-up-and-down excited about acidia's new batch of changes, which not to be too spoilery, has a entirely new location populated with NPCs, and the longest mission chain in the game thus far.

Give it NOAW!!!!

:D

From what I've noticed in my only encounter with the corrosive zombie is that it tries to shoot an acid splat in the direction you are running (if you are running away ofc), it seems much more painful. I also could've sworn that I saw one melt through a wall.

It can't melt a wall, but it has a quite strong melee attack. It doesn't use it most of the time because it prefers spitting, but it can bash down a regular wall if it wants to.

Oh man.  A zombie that would melt walls to get to you would be sick.  Player should be able to build acid proof walls to counter it though. 

I'm actually kinda gutted that the acid doesn't melt walls, as vache pointed out that would be pretty epic.
Title: Re: Latest experimental features.
Post by: BigLie on May 19, 2015, 08:40:35 PM
How long has this flying shit been in?
Man, tear gas manhacks, grenade manhacks. And I HAD to find both right when I was filling my car with petrol.
Also, it seems Eskrima has been nerfed. I used to deal 25–26 damage with just a switchblade, now I can barely reach 9.

At least these buggers do fight each other now, so that Shocker Brute went after the jumping spider at a rather convenient moment.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 19, 2015, 08:44:07 PM
How long has this flying shit been in?
Man, tear gas manhacks, grenade manhacks. And I HAD to find both right when I was filling my car with petrol.

Long enough for me to sprite up a tileset update for those lovely little mininuke hacks. o3o
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 22, 2015, 10:29:13 PM
I really love what you guys are doing with the game, and I am absolutely addicted to the game.

I have a question though, I just updated my game today to the newest experimental build " Version 6bb4b3d" and it seems to have gimped my power armor. I have heavy power armor on (Helmet and body suit.) and I have simple grabbers and such destroying my health. Especially my torso. Any idea why this is? Should I restart a new game every time a new experimental comes out? I have never had this happen before when I have updated my game multiple times through one game.
Title: Re: Latest experimental features.
Post by: Coolthulhu on May 22, 2015, 10:43:00 PM
I have simple grabbers and such destroying my health. Especially my torso.

Might be some bad logic in the armor coverage check. Will check
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 22, 2015, 10:56:26 PM
I have simple grabbers and such destroying my health. Especially my torso.

Might be some bad logic in the armor coverage check. Will check

Cool, thanks! Hopefully next time I update it'll fix itself. Oh, and I don't know how long it's been in the game, but I have not found it till recently, but has anyone else done enough missions for the old guard to come across the underground vault city? Probably the coolest endgame location I have found.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 24, 2015, 04:26:22 PM
I haven't grabbed the latest update to test this, so...now that deafness from loud noises isn't binary, do ear plugs still deafen you completely, or do they reduce volume like they probably should? owo
Title: Re: Latest experimental features.
Post by: Bumpkin on May 25, 2015, 07:18:42 AM
I haven't grabbed the latest update to test this, so...now that deafness from loud noises isn't binary, do ear plugs still deafen you completely, or do they reduce volume like they probably should? owo

What is 'owo'?
Title: Re: Latest experimental features.
Post by: BeerBeer on May 25, 2015, 11:57:49 AM
I haven't grabbed the latest update to test this, so...now that deafness from loud noises isn't binary, do ear plugs still deafen you completely, or do they reduce volume like they probably should? owo
Earplugs specifically? Who knows, but find earplugs, fire a shotgun. Should find out quickly. There's at least one other hearing protection item that I know of. In fact, the item's description might mention the noise reduction it provides, and if it doesn't, I'm going to pout.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 25, 2015, 05:05:42 PM
Silly face emote. owo

And there's also a makeshift set of earmuffs you can make. So hopefully these items reduce noise in the latest version, but he version I have still has them drive you 100% deaf, and it was an update after they added gradual deafness from gunshots.

EDIT: Right now, the download links for the latest version aren't working for me, so can't test it yet. I blame satellite net HNNGing at the moment. ;w;
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 25, 2015, 06:25:00 PM
So I encountered a few Grenadier Zombies..............scared the living hell out of me. Warped through some doors in a lab, and the sucker threw some grenade hacks at me, and when I sliced him up, he dropped a bunch of explosives at my feet.........I have never had to use the "run" function in a more interesting way since. I swear he dropped C4 or something at one time, cause he blew through the concrete wall when I killed him one time.
Title: Re: Latest experimental features.
Post by: saltmummy626 on May 25, 2015, 06:38:27 PM
Them grenadiers are fun. Had them dropping EMP or flashbangs at my feet though, only a couple small explosives though.
Title: Re: Latest experimental features.
Post by: Cat09 on May 25, 2015, 11:56:12 PM
can you pick up and disable that stuff before it blows?
Title: Re: Latest experimental features.
Post by: Kevin Granade on May 26, 2015, 02:56:49 AM
Disable no, but you might have enough time to pick them up and throw them away.
Careful though, you might not have enough after all.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 26, 2015, 03:49:05 AM
Now if only kicking grenades back at them was an option.
Title: Re: Latest experimental features.
Post by: CaioLugia on May 26, 2015, 09:30:09 AM
Grenadier, Acidic, them zed just keep coming. Must've lost a lot of stuff since the last I rage quitted.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 26, 2015, 02:31:55 PM
Yet another reason I wimp out and apply Mundane Zombies. ;w;
Title: Re: Latest experimental features.
Post by: Valpo on May 26, 2015, 02:48:22 PM
Yet another reason I wimp out and apply Mundane Zombies. ;w;

Your weakness is irritating.
Studie the ways of Rondra and Phex .

I especialy love the Acidic zombies who "shoot" acid bullets at you.
Lots of FUN!
Title: Re: Latest experimental features.
Post by: Laughing Fool on May 26, 2015, 05:07:12 PM
Any eta on this entirely new location populated with NPCs? I can't wait!
Title: Re: Latest experimental features.
Post by: jokermatt999 on May 26, 2015, 05:09:32 PM
Part one is merged. I meant to make a post here announcing it. Rejoice!
Title: Re: Latest experimental features.
Post by: Random_dragon on May 26, 2015, 07:11:34 PM
Your weakness is irritating.

Because getting fisted by zombie hulks is always Fun. ;w;
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 26, 2015, 07:25:12 PM
Your weakness is irritating.

Because getting fisted by zombie hulks is always Fun. ;w;

Come on man! You know you love encountering 5-6 necromancers, and 3 hulks +2 feral predators, and they all keep reviving each other and waste all your energy and munitions................................I hate groups of necromancers.............bane of my existence. Even with power armor.
Title: Re: Latest experimental features.
Post by: Coolthulhu on May 26, 2015, 07:25:53 PM
Because getting fisted by zombie hulks is always Fun.

The comic you got your avatar from says pretty much the exact opposite thing to what you're implying right now.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 26, 2015, 07:40:24 PM
True. I will admit I am a wimp in this game. For some reason I can handle the Fun in Dwarf Fortress mode more easily. owo
Title: Re: Latest experimental features.
Post by: saltmummy626 on May 26, 2015, 09:31:11 PM
Your weakness is irritating.

Because getting fisted by zombie hulks is always Fun. ;w;

Come on man! You know you love encountering 5-6 necromancers, and 3 hulks +2 feral predators, and they all keep reviving each other and waste all your energy and munitions................................I hate groups of necromancers.............bane of my existence. Even with power armor.
You forgot the masters.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 26, 2015, 09:43:23 PM
Zombie Masters especially hate it when you pick the Doctor profession. owo
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 27, 2015, 12:19:20 AM
Your weakness is irritating.

Because getting fisted by zombie hulks is always Fun. ;w;

Come on man! You know you love encountering 5-6 necromancers, and 3 hulks +2 feral predators, and they all keep reviving each other and waste all your energy and munitions................................I hate groups of necromancers.............bane of my existence. Even with power armor.
You forgot the masters.

I have honestly never had a problem with masters, and I have no idea what they are supposed to do........(goes off to wiki shamefully)

EDIT: Well shiiiiiiii* I had no idea they transformed monsters. I need to pay more attention.
Title: Re: Latest experimental features.
Post by: Murphy on May 27, 2015, 02:03:04 AM
Zombie Masters especially hate it when you pick the Doctor profession. owo

There's no such profession. Though we should totally make one. Start in a phone box, with a screwdriver. Or something like that.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 27, 2015, 02:29:44 AM
Yeeees, do it. o3o
Title: Re: Latest experimental features.
Post by: Sgtanarchy on May 27, 2015, 02:39:32 AM
Should add brain surgeon while we're at it. Would be so ironically funny to run around as an Ex-Brain Surgeon bashing in heads or cutting zombies up with scalpels.
Title: Re: Latest experimental features.
Post by: Rycon Roleplays on May 27, 2015, 09:17:54 AM
And your natural success at any action would be higher as well it's not brain surgery!
Title: Re: Latest experimental features.
Post by: Random_dragon on May 27, 2015, 09:32:57 AM
Working on a mainline PR that will add more guns, pliers, and a precision screwdriver set.

EDIT: Swiggity swooty: https://github.com/CleverRaven/Cataclysm-DDA/pull/12481 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12481)
Title: Re: Latest experimental features.
Post by: PropaneSoup on May 28, 2015, 04:22:53 PM
My newest zed upgrade just got it, this time for the grabber. Along with the new enemy, this also introduced a huge redo of the grab that previously only grabbers did, and always unsuccessfully. Now you'll fins zeds might grab you and restric your movement, stopping you from running away. The more zeds that are around you when you're grabbed, the more harder it will be to get away.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 28, 2015, 04:25:37 PM
Hmm. I would suggest making the grab penalty start with merely slowing you down, though.

Either way this is gonna make Krav Maga even more deliciously OP. owo
Title: Re: Latest experimental features.
Post by: Coolthulhu on May 28, 2015, 04:29:36 PM
How about this: grab below intensity 3 causes 25 * intensity move cost on move but takes off the grapple status. At 3 and above it would be rolled like now.
Title: Re: Latest experimental features.
Post by: jokermatt999 on May 28, 2015, 05:14:21 PM
Sweet, I'd had my eye on that PR. Definitely very good for the flavor of the game, and I'm interested to see it mechanically. Since the sprint update, you can generally flee rather than fight unless you get badly hurt.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 28, 2015, 05:51:04 PM
Ah, I think that sounds perfect. owo
Title: Re: Latest experimental features.
Post by: troll from behind on May 29, 2015, 06:37:09 PM
Put do they pull you down and pile on you till their compined bodyweight crushes you?
Oh, put does the game support getting stuff fall on you?
Title: Re: Latest experimental features.
Post by: Random_dragon on May 29, 2015, 06:40:02 PM
Also, if all goes according to plan, you'll get to fight zombies with a Browning Automatic Rifle. owo
Title: Re: Latest experimental features.
Post by: Jarlaxle on May 30, 2015, 04:33:03 AM
Also, if all goes according to plan, you'll get to fight zombies with a Browning Automatic Rifle. owo

 Could you slip in saber, not fencing more cavalry or pirate cutlass, for little ole' me? Or better yet both? Please been begging for a while and somehow no dice.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 30, 2015, 06:11:12 AM
Ooh, might be an interesting weapon to add on, though unsure of how best to stat it. owo

EDIT: Could've sworn we already had a saber item though, at least the fencing model, unsure if it'd differ enough from a cavalry-grade saber to warrant inclusion.
Title: Re: Latest experimental features.
Post by: Bumpkin on May 30, 2015, 09:44:56 PM
There's a pretty big difference, fencing sabre is still basically an extremely thin smallsword but you can score points off contact with the blade's edge, not the point. It would be almost worthless in a fight, and tbh I don't think there's much reason to have any differentiation between foil/epee/sabre, they'd all be equally difficult to use against zombies.

Actual war sabre of any variety is much heavier, thicker and wider, designed for hacking and slashing and making huge deep wounds against unarmoured enemies, and would hold up very well against a horde of zombies.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 30, 2015, 10:16:29 PM
Hmm, I see. I think I could possibly add such a thing, now to figure out stating it. I recall working on a scimitar for an unreleased mod, which I statted by taking the katana, reducing the cutting damage, bumping up the bash damage, burt ensuring overall damage was lower.
Title: Re: Latest experimental features.
Post by: Jarlaxle on May 30, 2015, 10:59:49 PM
 *Wipes a single manly tear away* Thank you sir for making a dream closer to (virtual) reality. I think you are on the right track with the scimitar idea.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 30, 2015, 11:14:35 PM
Maybe, I think I'll make this a cutlass though, to avoid discussion of whether it has to be compared to the massively shitty fencing saber. Plus it makes it less conspicuous among the more modern

In which case I'm eyeing the machete and broadsword as statistical basis, whereas the scimitar I worked on was derived strictly from the katana.
Title: Re: Latest experimental features.
Post by: Jarlaxle on May 30, 2015, 11:25:17 PM
Maybe, I think I'll make this a cutlass though, to avoid discussion of whether it has to be compared to the massively shitty fencing saber. Plus it makes it less conspicuous among the more modern

In which case I'm eyeing the machete and broadsword as statistical basis, whereas the scimitar I worked on was derived strictly from the katana.

 I always imagined it like a machete but heavier  with hacking bodies instead of brush but I've never held a cutlass though so just thoughts out loud.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 30, 2015, 11:28:14 PM
Depends on the model, as there were both straight and curved versions, and in different lengths and weights. Were indeed used sometimes on land like a machete, as well as being handy in the tight quarters of a ship. But yeah, going with in between the machete and broadsword in terms in weight and other properties, which amusing does yield a mostly stastisically uniwue weapon, so that's good.

And of course I'm adding a fake version. owo

EDIT: It's now in the PR.
Title: Re: Latest experimental features.
Post by: Pthalocy on May 31, 2015, 04:43:59 AM
Okay I always wind up with knifey objects in Cata, despite my love for hatchets and giant axes hahaha. A cutlass will definitely be put to good use should I find one ingame. Woo!
Title: Re: Latest experimental features.
Post by: Random_dragon on May 31, 2015, 04:56:37 AM
Glad to see that Jarlaxle isn't the only one who'll enjoy it. owo
Title: Re: Latest experimental features.
Post by: Pthalocy on May 31, 2015, 05:06:21 AM
I am also technically a pirate in blood. A cutlass really ought to have crossed my mind before now. Yarr etc.

I wish I had new content to discover, but I keep doing the lab challenge and FAILING HORRENDOUSLY. Heh. There's definitely more recipes for IED's than I recall there ever being, though.
Title: Re: Latest experimental features.
Post by: Random_dragon on May 31, 2015, 05:24:44 AM
Between that and the first quote of that sig, it makes perfect sense why you're doing the lab challenge.

Yaaarr, yer in it fer da booty.
Title: Re: Latest experimental features.
Post by: Jarlaxle on May 31, 2015, 06:56:32 AM
Glad to see that Jarlaxle isn't the only one who'll enjoy it. owo


  I think the whole CCDA crowd is interested in getting the booty!! \@/
Title: Re: Latest experimental features.
Post by: Random_dragon on May 31, 2015, 04:03:52 PM
Swiggity swooty? o3o

EDIT: Okay, are there SUPPOSED to be items in this ranch/barn/garage/silo combo thingy? Because the one I just found has a fat load of nothing in it. No goodies, no supplies, no crops, just one zombie dog.

EDIT 2: Fuck me, even the toilet's empty!
Title: Re: Latest experimental features.
Post by: Laughing Fool on June 01, 2015, 02:07:11 PM
I think things and npcs spawn in the ranch after you do quest chain somewhere else, refugee center maybe?
Title: Re: Latest experimental features.
Post by: acidia on June 01, 2015, 03:11:08 PM
Oh ya, it is supposed to have been emptied out by the NPCs.  Originally a couple of them started there from the beginning of the game but if you hadn't been to the refugee center it would leave you a bit confused as to what they were talking about.  The looting buildings function is done so I'll add items and loot them them when the NPCs spawn.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 01, 2015, 03:25:10 PM
Oh derp. =w=

But seriously, they even empty the toilet when they have a pond? The toilet tank maybe, but the sheer non-potability of the toilet's water implies it's from the bowl.
Title: Re: Latest experimental features.
Post by: Fengferth on June 02, 2015, 04:21:30 PM
That Heavy Auto Shotty though....
Title: Re: Latest experimental features.
Post by: Trinsic on June 03, 2015, 02:23:05 PM
For all the json mapgen writers out there, you can now place vehicles from a randomized selection rather than having to state the specific vehicle type every time. If you want an example, check out the vehicle placement in house_garage.json and the vehicle_groups.json where the 'suburban_home' group is defined.
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 08, 2015, 05:13:43 AM
Kevin's light rework just landed. Expect light to look significantly different. It has some minor bugs that should be fixed soon.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 08, 2015, 05:41:39 AM
Swiggity swooty. Also, 32x32 version of the Mshock Modded tileset. owo

EDIT: I see someone added a BURST_ONLY flag. Should add it to the M249 and other guns with no fire-select. Would need to check which all of the guns I added would need the same feature.
Title: Re: Latest experimental features.
Post by: JazzGuru on June 09, 2015, 10:58:57 AM
Yes, I am super excited to see that I will soon be able to use a 32x32 version of this excellent tileset too!

The other thing that I just saw is that Rivet has added a shaving kit that gives a small morale boost.  I had the idea last year of adding things like toothpaste, and toothbrushes, which would give similar morale boosts when used, with water of course!  This could be especially beneficial for those who choose to take the Stylish trait.

Maybe over the summer (when I'm not at university) I'll get the time to read up on how to submit stuff for this awesome game... :)
Title: Re: Latest experimental features.
Post by: joxer on June 09, 2015, 02:06:45 PM
The other thing that I just saw is that Rivet has added a shaving kit that gives a small morale boost.
I wonder if it also increases vibrator effectiveness, just a thought.

Kevin's light rework just landed. Expect light to look significantly different. It has some minor bugs that should be fixed soon.
Loving the new look! abit claustrophobic in comparison but that only makes it better :D
No chance that's related to what Random_dragon has been saying, Consoles not bright enough to read by. and in my own experience with the experimental- neither are the atomic nightlights ( altho both may also be features, dunno )
Title: Re: Latest experimental features.
Post by: Random_dragon on June 09, 2015, 03:05:21 PM
Scheisse, I kinda enjoyed reading by consolelight. ;w;
Title: Re: Latest experimental features.
Post by: joxer on June 09, 2015, 03:18:57 PM
Scheisse, I kinda enjoyed reading by consolelight. ;w;
I Wonder about dome-lights from a car ( The 3x3 or 5x5 ones ) IRL you'd definitely be able to read next to those
unlike next to something that emits as much light as a 'lava-lamp'
Title: Re: Latest experimental features.
Post by: Random_dragon on June 09, 2015, 03:20:34 PM
Seems feasible, yeah. Wondering if the atomic light vehicle part gives any better light than one left on the floor. owo
Title: Re: Latest experimental features.
Post by: DavekDOS on June 09, 2015, 07:32:27 PM
Scheisse, I kinda enjoyed reading by consolelight. ;w;
I Wonder about dome-lights from a car ( The 3x3 or 5x5 ones ) IRL you'd definitely be able to read next to those
unlike next to something that emits as much light as a 'lava-lamp'

Dome lights still work like a charm. :-)
Title: Re: Latest experimental features.
Post by: Random_dragon on June 09, 2015, 07:35:36 PM
Yay, another excuse to waste batteries. o3o

Now I want to get a BAR and test it out on the undead.

EDIT: Fuck, just realized that I edited the nomad class (renamed to wanderer) without changing the wilderness scenario. I should've just changed the display name, not the code name. :V

EDIT 2: I fix, da? https://github.com/CleverRaven/Cataclysm-DDA/pull/12603 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12603)
Title: Re: Latest experimental features.
Post by: Pthalocy on June 10, 2015, 02:45:47 AM
Scheisse, I kinda enjoyed reading by consolelight. ;w;
I Wonder about dome-lights from a car ( The 3x3 or 5x5 ones ) IRL you'd definitely be able to read next to those
unlike next to something that emits as much light as a 'lava-lamp'

Hey I grew up reading comic books by lava lamp, it just takes a bit of stubbornness. XD
Title: Re: Latest experimental features.
Post by: Random_dragon on June 10, 2015, 03:04:19 AM
This lighting fix seems...odd at times. Being near enough to a campfire or lit console seems to REDUCE your vision range at times. I guess if you're staring at it, it would make it harder to see what's beyond it, but having it behind you should expanding your vision. Same reason the correct way to hold a torch is over your head, not in front of your face. :V
Title: Re: Latest experimental features.
Post by: joxer on June 10, 2015, 03:20:41 AM
This lighting fix seems...odd at times. Being near enough to a campfire or lit console seems to REDUCE your vision range at times. I guess if you're staring at it, it would make it harder to see what's beyond it, but having it behind you should expanding your vision. Same reason the correct way to hold a torch is over your head, not in front of your face. :V
Works that way for mobs aswell, It's dark indoors with the windows&etc closed right? mobs won't see you if they're in the light.
I find that experience... overwhelming!

Hey I grew up reading comic books by lava lamp, it just takes a bit of stubbornness. XD
You spoiled westerners... I've only read a couple books in my life.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 10, 2015, 03:29:34 AM
If light radius could be asymmetrical that'd be neat. And agonizing to code.
Title: Re: Latest experimental features.
Post by: joxer on June 10, 2015, 03:38:24 AM
If light radius could be asymmetrical that'd be neat. And agonizing to code.
heh what'd be neat is an ability to tell when you're stepping out the shadows during the day.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 10, 2015, 03:40:33 AM
Plus is would underp these campfires literally eating the dwindling daylight.
Title: Re: Latest experimental features.
Post by: joxer on June 10, 2015, 03:43:22 AM
Plus is would underp these campfires literally eating the dwindling daylight.
That's called Dynamic Contrast, All the new games have that Kappa
Title: Re: Latest experimental features.
Post by: Jarlaxle on June 11, 2015, 07:24:42 AM
 So, uhhh, cutlass?
Title: Re: Latest experimental features.
Post by: Random_dragon on June 11, 2015, 07:46:32 AM
So, uhhh, cutlass?

Should be in the game now, yus. owo
Title: Re: Latest experimental features.
Post by: Jarlaxle on June 11, 2015, 07:59:59 AM
So, uhhh, cutlass?

Should be in the game now, yus. owo


 You are the man!!1!! Or dragon!? You know what, however you self identify, you are awesome. No seriously, keep that shit up.
 No to delete current version with all saves and start anew. Again. Man this is the best game evah.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 11, 2015, 08:08:06 AM
Hope you have good luck finding one then. owo

EDIT: And now for something completely different: https://github.com/CleverRaven/Cataclysm-DDA/pull/12626 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12626)

Speaking of the cutlass, this gave me the chance to discover that I hadn't assigned the cutlass sprite the the fake cutlass. Doh.
Title: Re: Latest experimental features.
Post by: Kevin Granade on June 11, 2015, 09:24:04 AM
This lighting fix seems...odd at times. Being near enough to a campfire or lit console seems to REDUCE your vision range at times. I guess if you're staring at it, it would make it harder to see what's beyond it, but having it behind you should expanding your vision. Same reason the correct way to hold a torch is over your head, not in front of your face. :V
If you have any degree of night vision, it gets spoiled by being in bright light, other than that it should have no effect.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 11, 2015, 03:22:07 PM
It might also be the indoor vision effect occasionally causing inconsistencies. Just looks odd at times.
Title: Re: Latest experimental features.
Post by: JazzGuru on June 11, 2015, 05:50:03 PM
EDIT: And now for something completely different: https://github.com/CleverRaven/Cataclysm-DDA/pull/12626 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12626)

Ah shit, there goes my weekend... :D

I've been waiting for this...
Title: Re: Latest experimental features.
Post by: Random_dragon on June 11, 2015, 05:51:46 PM
Yay. owo
Title: Re: Latest experimental features.
Post by: Jarlaxle on June 12, 2015, 05:48:36 PM
Downloaded latest version last night (still haven't a cutlass but I'm not gonna give up so easy arrgh!) and head damage has been buffed for sure. Other then that, every looks awesome. And dat smexy mshock 32 tileset!
Title: Re: Latest experimental features.
Post by: Random_dragon on June 13, 2015, 01:56:45 AM
Also pondering makeshift sunglasses for my next More Survival Tools PR...

(click to show/hide)
Title: Re: Latest experimental features.
Post by: Pthalocy on June 13, 2015, 02:11:28 AM
Ahh, yes. The Inuit solution to snow-blindness. Good item idea! Speaking of which, I'm of the mindset that winter should impose a heavier penalty than -1 perception due to combined efforts of sun and snow. I have no idea how to code that and this isn't enough of an idea to start a whole thread over.

It'd certainly go well with the rest of the lighting overhaul, which is currently confusing me as I haven't adapted to it as a player yet. Cool though.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 13, 2015, 02:13:52 AM
At minimum, having snowy conditions cause glare in lower lighting than sunglare would work.

EDIT: Well, went ahead with that idea. And added more uses for blackpowder, plus making it autolearned. https://github.com/CleverRaven/Cataclysm-DDA/pull/12647 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12647)
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 15, 2015, 02:42:05 PM
Encumbrance nerf landed. Expect light items to become not-so-light. Anything that "(fits)" below 20 encumbrance will have encumbrance reduced by half instead of 10.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 15, 2015, 02:51:05 PM
Encumbrance nerf landed. Expect light items to become not-so-light. Anything that "(fits)" below 20 encumbrance will have encumbrance reduced by half instead of 10.

Ah, that shall affect my testing of min-maxing storage. ;w;

EDIT: And after a whopping 6 out of 8 failed commits, a thing mainlining some coke content from More Survival Tools, plus a couple related additions, has merged. Yay.

Also, now we can have samurai women with proper chest bindings, if that's your thing. owo
Title: Re: Latest experimental features.
Post by: Ishindri on June 18, 2015, 12:15:28 AM
I'm fairly certain this is new but I can't find when it was added: logging onto the evac shelter computer and choosing 'Contact Us' will mark the nearest refugee center on your map.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 19, 2015, 07:40:37 PM
Meth. Not even once.
Title: Re: Latest experimental features.
Post by: Valpo on June 22, 2015, 09:15:38 PM
I just had a tough zomby grab me and prevent me from running away.

Awesome!
Title: Re: Latest experimental features.
Post by: Random_dragon on June 22, 2015, 09:21:55 PM
Fun. Meanwhile I have another PR up ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12755 )
because I messed up a sprite assignment.

When I added wattle-and-daub walls, well...go ahead, see how long it takes you to guess what I messed up.

       {
          "id": "t_wall_waddle_half",
          "fg": 1954,
          "bg": 513,
          "rotates": false
        },
        {
          "id": "t_wall_waddle",
          "fg": 2006,
          "bg": 513,
          "rotates": false
        },
        {
          "id": "t_wall_waddle_broken",
          "fg": 2007,
          "bg": 513,
          "rotates": false
        }
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 22, 2015, 10:45:42 PM
Fungaloid spreading speed nerf is in. Their breeding speed now scales negatively with number of creatures in the reality bubble.

To compensate, they can sometimes spore stuff in range 2 instead of 1 and will transform the ground much faster than before.

Also, creatures that would instantly die to fungi will now only take moderate damage.
Title: Re: Latest experimental features.
Post by: Random_dragon on June 22, 2015, 10:47:19 PM
Joy, friggin' shrooms. :V
Title: Re: Latest experimental features.
Post by: skYman on June 22, 2015, 11:48:07 PM
(click to show/hide)

Guess I should really hurry with mah chemical fungus-removing appliance.
Title: Re: Latest experimental features.
Post by: Valpo on June 23, 2015, 12:26:29 PM
Fungaloid spreading speed nerf is in. Their breeding speed now scales negatively with number of creatures in the reality bubble.

To compensate, they can sometimes spore stuff in range 2 instead of 1 and will transform the ground much faster than before.

Also, creatures that would instantly die to fungi will now only take moderate damage.

Right the insta spore kikll was kinda weird.
What about robots do they still die from spore exposure?
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 23, 2015, 05:16:34 PM
Right the insta spore kikll was kinda weird.
What about robots do they still die from spore exposure?

Nope, special cased anything not made of flesh, human flesh, insect flesh or bone as immune to fungification.
Also makes blobs and more exotic nethers immune.
Title: Re: Latest experimental features.
Post by: Valpo on June 23, 2015, 06:11:42 PM
Awesome. Thank you.
Title: Re: Latest experimental features.
Post by: skYman on July 02, 2015, 11:21:17 AM
There now is a chemical thrower (http://cdda-trunk.estilofusion.com/chemical_thrower) with a new anti-fungal ammo (http://cdda-trunk.estilofusion.com/gas_fungicidal) in the game. Works much like the flamethrowers, except that it creates clouds of gas at the target location that remove fungal terrain and kill fungal monsters (yes, also spires and the like).
Title: Re: Latest experimental features.
Post by: Random_dragon on July 02, 2015, 05:13:23 PM
Neat, will be fun to test that out.

In other news, thank you to Bevapdin for tweaking a thing that allows overriding overmap_specials now.
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 02, 2015, 05:19:44 PM
There's now a mod that replaces the multitude of real guns with a more "game-like" selection of generic gun types.
Small fix, the effect where light wakes you up is now based on light at your location instead of global light level, so if you shut yourself in a building away from windows, or with the curtains closed you won't be woken up at dawn.
Title: Re: Latest experimental features.
Post by: sagethor on July 11, 2015, 01:55:14 PM
I don't recall there being one. In fact, the vanilla hunger system works iin just the opposite way:
https://github.com/CleverRaven/Cataclysm-DDA/pull/11514

Speaking of which, thanks to Coolthuhu for fixing tazers in a recent PR! It's time to farm police bots with reckless abandon. :D
Title: Re: Latest experimental features.
Post by: Random_dragon on July 12, 2015, 03:35:55 AM
Now that I've figured out how mod dependancies work, I plan to PR tanks as mod content. Yes, delicious 120mm will be involved. No, it won't involve the tankbot gun. Thanks to the new flag used by the M134, I can make different versions that can only be used mounted on a vehicle, just on the off chance editing the tankbot gun item breaks stuff.

However, I'm working on a vehicle part PR ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12887 ) before doing so. A couple of the additions I'm making (namely, heavy duty quarterpanels and a seat that's a better fit for turret positions than the cloth folding seat) started off as things I cooked up while making the tanks.

EDIT: Whee, that vehicle part PR has since been merged. Been busy lately it seems, only just now getting to add a tileset update ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12954 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12954) ) to catch up with all the stuff I added the past week or two.
Title: Re: Latest experimental features.
Post by: Random_dragon on July 17, 2015, 05:45:35 AM
And whee, build 3426 confirmed for unborked, thanks to a PR ( https://github.com/CleverRaven/Cataclysm-DDA/pull/12962 (https://github.com/CleverRaven/Cataclysm-DDA/pull/12962) ) that seems to have fixed the loading crash. Thank you to DanmakuDan for that.
Title: Re: Latest experimental features.
Post by: Random_dragon on July 23, 2015, 03:07:27 PM
We now has a .22 LR revolver. I was really hoping to puzzle out a good example of a full-size plinking revolver more like the type I own, but the majority of in-production ones I could find on manufacturer's sites were more compact. :V
Title: Re: Latest experimental features.
Post by: Random_dragon on July 24, 2015, 04:56:31 PM
Random: can't wait to drive a tank through a shopping center screaming f@#k da police! :) Also, found a real deal cutlass and have been putting foot to zombie ass with it for a while now. Sweet addition, if only I could personally thank the mod genius who put it in.... ;)

Huehuehue. <3

Also, I findly found the PR that mainlined cheesemaking for me. Nice, but would it have killed him/her/hir to have mentioned it somewhere so I'd have at least a chance of hearing about it? o3o
Title: Re: Latest experimental features.
Post by: Coolthulhu on July 26, 2015, 09:04:59 AM
Rivet just merged my melee combat rebalance.
Expect way less crits on strong characters and big nerf to high dexterity. Torso encumbrance is now way less crippling, especially on early characters, because it is now only percentage based (ie. 20 encumbrance lowers your hit rolls by 20%). Before, it was both percentage and flat and this flat rate killed early accuracy.

oldlaptop's alcohol stove is in. It's smaller and lighter than hotplate, but more expensive to use. Also, you can now dilute pure ethanol into vodka.
Title: Re: Latest experimental features.
Post by: Random_dragon on July 26, 2015, 09:13:05 AM
Seems Rivet is on a merging spree.

Also, I derped and named the latest tileset update's branch Series 6 originally because I lost count. Is actually 7. >.<
Title: Re: Latest experimental features.
Post by: Kevin Granade on July 26, 2015, 08:33:37 PM
I split a bunch of off topic comments off into their own threads, this thread is for announcements about new features in the experimental release.

To be clear, commentary about those features is also off-topic, comment about them elsewhere, this thread is intended to be a source of updates about new features, if people have to read through three pages of random conversations the thread becomes pointless.

Future off-topic comments will likely be deleted with no notice, because thread splitting takes too much time.
Title: Re: Latest experimental features.
Post by: Coolthulhu on July 27, 2015, 05:14:03 AM
Kevin's layering PR is in.

New layering penalty rules are as follows:

For example, wearing winter boots (penalty 10) with two pairs of wool socks (5 enc each) and two pairs of regular socks (1 enc each) causes penalty of 7.
Boots are ignored (only item in layer) and socks would cause 5+5+1+1-5=7. That -5 is because one pair of wool socks is ignored.
Refitting everything would lower the penalty to 2+2+1+1-2 = 4.
Title: Re: Latest experimental features.
Post by: Random_dragon on July 27, 2015, 05:42:09 AM
Hmm. So if it's on topic (I hope), Series 2 of the tank mod is also in. Everything but the mapgen is now a thing.
Title: Re: Latest experimental features.
Post by: Ishindri on July 31, 2015, 02:42:39 AM
DavidKeaton's huge AIM update (https://github.com/CleverRaven/Cataclysm-DDA/pull/12566) is in, including the ability to finally 'move all items' from all 9 squares around you with a single keypress.
Title: Re: Latest experimental features.
Post by: dRbiG on August 05, 2015, 09:40:00 PM
Posting here mostly because I think it could both use more exposure and maybe make some folks here try more coding:

MSYS2-only building on Windows:

https://etherpad.mozilla.org/QsktItkkSE - currently PRed at https://github.com/CleverRaven/Cataclysm-DDA/pull/13186

Note: I'm not a Windows user nor a Forum-dweller. But given most people play CDDA on Windows having more people from that 'camp' involved in 'the kitchen' shouldn't hurt...
Title: Re: Latest experimental features.
Post by: vache on August 10, 2015, 07:17:37 PM
No post here for the sounds PR?
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 11, 2015, 04:27:40 AM
Sheesh, keep yer pants on, it was really late when that landed.
*Ahem*  You may recall the ambient sounds mod that there was a lot of excitement about a while back (if not see http://smf.cataclysmdda.com/index.php?topic=10390 ).  Thanks to vulkans for writing the code in the first place, Chezzo for cleaning up the code enough to PR, BevapDin for doing a lot more code cleanup after the PR, and a number of other people for reviewing the code (I hardly had anything to do with this one), the code is now merged into the experimental builds!
We don't have a soundset shipping with the experimental builds, but Chezzo has a WIP soundset using free replacements for the copyright-encumbered sounds vulkans was using, and I'm hoping we can sort out bundling those together sometime soon.
Until then I'll see about taking what we have and sticking it on a ftp server where people can download it, I'll post the link on the ambient sounds thread once I have it sorted out, or someone might beat me to it.
Title: Re: Latest experimental features.
Post by: Random_dragon on August 11, 2015, 04:35:01 AM
Interesting to see that, yes. For now will still be waiting on that update to Blazemod...
Title: Re: Latest experimental features.
Post by: Random_dragon on August 12, 2015, 07:10:57 AM
...why the hell did no one TELL me that Blazemod update is now whining about merge conflicts?
Title: Re: Latest experimental features.
Post by: jaked122 on August 14, 2015, 11:12:09 PM
I just figured that when adding a PR to a repo that generally you're supposed to manage the things yourself. *shrug*
I suspect that's not what you had in mind for that question though.

Also, to try and stay on point, I can't wait for that street sweeper PR to make it in. That'll be awesome :).
Title: Re: Latest experimental features.
Post by: Random_dragon on August 14, 2015, 11:16:14 PM
I should've been checking it more often, yeah.

I'm not gonna enjoy trying to re-PR it for Blaze, I'd have to unfuck the format AGAIN.

And to remain on topic, opinions on my medieval content PR are always appreciated. Any links to PRs that will make my later desire to implement shields will also make me a happydragon. o3o
Title: Re: Latest experimental features.
Post by: Valpo on August 15, 2015, 08:49:15 PM
I noticed that i can switch tires without a jack... just need enough str.
And the game tells me how much materials are missing when i try repairing something.... not just which.
Title: Re: Latest experimental features.
Post by: jaked122 on August 15, 2015, 10:01:16 PM
You fools, now you are all doomed. Street sweepers can pick up items.

 Sorry, this is the first time I've managed to contribute to such a large project so I'm happy to see it happened.

Also I dare you all to see what happens if you change the scoop's cargo storage size to around 100000, so that you can pick up all of the corpses and then go around scooping up all of the zombie corpses that you can and then go to find a necromancer.

That'll be the best, definitely, you know, when your car is suddenly filled with zombies. It'll be grate. Just grate.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 15, 2015, 10:21:12 PM
Forgot to mention this when it landed, monster <-> player vision is now fully symmetric, so turrets should not be able to shoot you without you seeing them (unless it's dark and you're carrying a light, or you're boomered, or blind, etc).
As a side effect of this change, zombies now navigate differently.  They will frequently not take a step directly toward you, instead stumbling to one side or the other.
Also this should have minor performance benefits, but I haven't checked how much.
Title: Re: Latest experimental features.
Post by: Mr.Bananza on August 17, 2015, 05:59:24 AM
So an odd thing just popped up in my game. I'm unsure if it is new, but I've never seen it before.

Waking up on day 11 I had the message pop up, "Getting out of bed doesn't seem too hard today. You could get used to this!"

I've not made it past day 5 since, maybe, 0.9 or something (due to a combination of incompetence and playing other games). I thought it was a nice touch!
Title: Re: Latest experimental features.
Post by: Coolthulhu on August 17, 2015, 06:43:06 AM
Pet carrier is in. It "itemifies" small creatures, so you can transport them around.
Written by jaked122, cleaned up by Kevin.
It isn't completely finished yet, but usable already.
You can carry a tame dog in it, a non-spoiling food source (a non-tame dog, for example), a depleted turret for infinite light, but it can also be used to create a quantum stockpile in item form if you get enough carriers and small zlaves.
Title: Re: Latest experimental features.
Post by: Elidor VON on August 21, 2015, 08:27:45 AM
Noticed that when construct or craft something and your NPC-follower has related skills, he will assist you. Step by step this guys becomes pretty useful.
Title: Re: Latest experimental features.
Post by: Random_dragon on August 21, 2015, 04:49:21 PM
Oh scheisse, when did bagpipes become a thing? Spriting instruments for a future tileset update, so knowing me, I'm likely gonna screw up the spriting worse than I'd screw up an attempt to play bagpipe. >.<
Title: Re: Latest experimental features.
Post by: jaked122 on August 21, 2015, 09:23:52 PM
Whenever the experimental build is updated, what's the website that has the update notes for each merge? I remember seeing it before through someone's link, and I remember it looked something like 'Cinarco'(?). Is anything like that available (or stickied)?

I think that it might appear on the irc when you connect... Could this be it (http://tools.cataclysmdda.com/)?
this is definitely it (http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/changes)
Title: Re: Latest experimental features.
Post by: JazzGuru on August 22, 2015, 02:38:43 PM
For a quick summary of what's just gone in, I use this page:

https://github.com/CleverRaven/Cataclysm-DDA/commits/master
Title: Re: Latest experimental features.
Post by: dRbiG on August 23, 2015, 08:31:47 AM
(abusing this topic yet again!)

As promised I'm sharing a first-month report from Google Analytics running at http://tools.cataclysmdda.com (http://tools.cataclysmdda.com): http://insomniac.pl/~drbig/Tools_Report_Aug_23.pdf (http://insomniac.pl/~drbig/Tools_Report_Aug_23.pdf)

The most interesting thing is the share of Mac users - 204 sessions accounting for 30% of all traffic. And we don't even provide binaries for Mac! (well, there is a build of 0.A on the main website... so stale it should be considered unsafe to consume) We also seem to have almost twice as many users hailing from Japan than United Kingdom.

Some important background and notes:

The tools website is (as far as I know) linked to only in three places: wiki, our subreddit and in the topic of our IRC channel. The point is people who get there are the ones that dug a bit more, so I think it's safe to assume the number of sessions is representative of the "more involved" part of the playerbase.

Secondly Google Analytics use JavaScript and work only if someone accesses the site directly, i.e. hitting http://tools.cataclysmdda.com/forum doesn't register at all. As such the conclusion is that the disproportionately low number of Linux users recorded is most likely due to them blocking JS and/or Google Analytics (well I do, for one).

As I have full access to the server logs I'm thinking about running a full log analysis on them some time in the future (when we get more than a month worth of data). This analysis will count redirects as well. I can tell you right now the most popular tool is http://tools.cataclysmdda.com/changes - but it's also the first item on the list so there might be bias here (tools website has very basic counters built-in).

Why even bother with this?

For a game developed mostly by Linux users (and on Linux) we certainly do have a lot of Windows-using players (well, yes it's not really surprising). The point is we have a shortage of people capable of debugging and/or developing for Windows. Even building on Windows is not really on par (e.g. see the endless GitHub issue(s) on problems with building with C::B/Clion/whatever; problems with Cywgin/MSYS/MSYS2 etc.). Help here would benefit everyone in the community.

Secondly the number of OS X users: we could probably increase the reach of the game if we provided OS X builds. Anyone any ideas on how we can do that?

(Also any discussion about this should probably use a separate topic somewhere)
Title: Re: Latest experimental features.
Post by: Random_dragon on August 23, 2015, 03:12:17 PM
Interesting. And yes, having more devs that work with Windows and Mac would likely be useful. Though I suspect that if we start adding more Mac support, the Mac builds will risk running into non-stop issues similar to that save-eating bug that hit the Windows version for several builds in a row.
Title: Re: Latest experimental features.
Post by: i2amroy on August 24, 2015, 01:08:52 AM
Honestly once the CLion stuff gets a little more developed I have every intention of setting up a mac development environment, which will allow me to run mac builds. The problem is simply that our CLion integration isn't quite there to that level of ease yet. :P
Title: Re: Latest experimental features.
Post by: Random_dragon on August 24, 2015, 08:26:42 AM
And got a long-delayed tileset update PR'd: https://github.com/CleverRaven/Cataclysm-DDA/pull/13398 (https://github.com/CleverRaven/Cataclysm-DDA/pull/13398)

I screwed up some sprite assignment, causing things like tubas pretending to be trees, spiral stones pretending to be random chunks of explosion, etc.
Title: Re: Latest experimental features.
Post by: Coolthulhu on August 30, 2015, 09:38:24 AM
Keep complaints away from this thread please, it is supposed to be a sort of a manual changelog, not generic new stuff discussion thread.

A bunch of new trees are in (by chaosvolt). Currently only usable for crafting ingredients for aspirin and some makeshift clothing.

New stumbling movement code (by Kevin) should make zombies bunch up less.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 30, 2015, 09:51:20 AM
New stumbling movement code (by Kevin) should make zombies bunch up less.

Anigifs of said code in action:
(click to show/hide)

(click to show/hide)
Title: Re: Latest experimental features.
Post by: JazzGuru on September 01, 2015, 06:11:23 PM
Thank you so much to the legend who made it so that you can choose which side you have the info-bar on.  It'll take some getting used to, but now I can have all the text on the left side of my screen which, because I have 1 eye better than the other, helps me a great deal! :)
Title: Re: Latest experimental features.
Post by: Random_dragon on September 05, 2015, 02:09:20 AM
And thank you to Coolthulhu for merging the mapgen fixes for tank mod, so now it won't bork quests.
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 10, 2015, 08:54:06 AM
Just merged coolthulu's nice looking start at drawing lower levels instead of "open air" tiles, and a bunch of enhancements to climbing.
Now you can walk up to a ledge and 'e'xamine off the edge to get a prompt to climb down, with a nice message estimating your chances of getting back up and/or hurting yourself.
You can see outlines of vehicles and terrain on lower levels, with a cyan background to let you know it's not the same level.
Finally some neat utility stuff, you can park a car next to a building to help you climb onto the roof, though most buildings don't have roofs <_<
Title: Re: Latest experimental features.
Post by: Random_dragon on September 12, 2015, 12:06:01 AM
First part of the Arcana mod is also in, whee. Surprised that it got merged with no complaints or suggestions for what to change. o3o
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 12, 2015, 05:59:21 AM
A bit of gear rebalancing by BrianLefler.
Mostly nerfs to the overpowered storage gear and a nerf to layering low-encumbrance stuff.
Title: Re: Latest experimental features.
Post by: Womble on September 14, 2015, 05:04:50 AM
I'm loving the new tools for wrangling friendly NPCs.

(Not loving it so much when my followers die in the beds I built for them, but I guess getting to First Aid NPCs is still WIP.)
Title: Re: Latest experimental features.
Post by: Random_dragon on September 14, 2015, 06:23:52 AM
Ahem. Since this is more for announcing new content, not discussing it...

To take us back on topic, more of the arcana mod has been merged. aside from the usual expansions, this also means added disassembly recipes for most of the magical items, via the hammer of the hunter. Du nicht können halt Hammerzeit.
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 25, 2015, 08:06:21 AM
You want a farm? You've got a farm.  Just merged a set of features mostly written by jaked, with contributions from myself and BevapDin that implements farming tools for vehicles.  Plows, seed drills, and reapers (surprisingly no fertilizers...).
Have at it :)
Title: Re: Latest experimental features.
Post by: Random_dragon on September 25, 2015, 12:06:01 PM
Well, a minor thing Rivet suggested has been moved from More Survival Tools to mainline. And speaking of that farming update...

Holy shit:
(click to show/hide)

Looks like every open PR (except 2 ancient ones from 2014, somehow) that wasn't branched from a fully-up-to-date copy of the master has been borked.

EDIT: This has since been fixed, thanks to Golgepapaz and DLaboratory (who both had separate PRs fixing this, cue delicious merge conflicts). Turned out to be a few duplicate entries in vehicle.cpp. It's a wonder Jently didn't puke up errors on seeing that.
Title: Re: Latest experimental features.
Post by: Random_dragon on September 29, 2015, 05:17:31 PM
Other fixes to assorted stuff, including a Tank mod fuckup on my end, have also been merged.

And once again, sorry for the way I handled the farming changes. @_@
Title: Re: Latest experimental features.
Post by: mattychan on October 05, 2015, 01:41:20 AM
Love the new features with Npcs, walked into an allied Npc and was greeted with a list of actions. Also telling them not to bash obstacles is amazing.
Title: Re: Latest experimental features.
Post by: Musaab on October 13, 2015, 10:51:13 AM
In this commit, I have a spelling issue:

https://github.com/CleverRaven/Cataclysm-DDA/commit/79c73563de5b6cb982cae1246ae5dfd7ca7d7691 (https://github.com/CleverRaven/Cataclysm-DDA/commit/79c73563de5b6cb982cae1246ae5dfd7ca7d7691)

Storey vs. story

For the noun referring to a horizontal level of a building, story is the standard spelling in American English, and storey is preferred in all the other main varieties of English. The plural of the American story is stories, and the plural of the storey is storeys.

Source: http://grammarist.com/spelling/storey-story/ (http://grammarist.com/spelling/storey-story/)
Title: Re: Latest experimental features.
Post by: Random_dragon on October 14, 2015, 07:18:09 AM
Such derp. Meanwhile, Coolthulhu added a nifty debug trait for messing with NPCs, a few technique-related bugs have been fixed, and...in More Survival Tools, wanderer now starts with a crossbow instead of a bow.
Title: Re: Latest experimental features.
Post by: Coolthulhu on October 16, 2015, 01:58:50 PM
Im a bit disappointed to see the colors for the fruit trees gone, unless some new feature has made it so you cant see them without some level in survival?

They're now only colored when actually fruiting.
Title: Re: Latest experimental features.
Post by: Kevin Granade on October 22, 2015, 07:37:41 AM
I merged Ozone's menu work on the mod manager that splits up the mods into separate tabs, and as promised merged several more "blacklist" mods since they aren't competing with the other mods for menu space any more.
Title: Re: Latest experimental features.
Post by: Random_dragon on October 22, 2015, 09:53:50 PM
Also of note, Coolthulhu's addition of scaling skill gain as an option.

EDIT: Also, we now have artifact properties available to be cited in JSON files. Yesssss. Expect this to be quite useful soon.
Title: Re: Latest experimental features.
Post by: Random_dragon on October 24, 2015, 04:21:40 PM
Derp. It lets you multiply/divide how fast you gain experience from crafting, reading, etc. The max of 100x is likely gloriously insane.

And now, that PR I had that changes how to repair simple ranged weapons was merged. Slings, bows, and most non-guns in general can be repaired using sewing, soldering, or repair kits instead of gun repair kits. In exchange, they can't be reinforced.

And since that PR included giving the arcana mod magic ranged weapons the relevant flag, there goes the only thing delaying my future update to said mod. X3

EDIT: Well, technically now the rainy weather here is the only thing standing in my way. Fucking satellites. ;w;
Title: Re: Latest experimental features.
Post by: Coolthulhu on November 01, 2015, 09:38:07 PM
Merged chrahunt's fix to mutation attacks (claws etc.) which makes them not attack stuff that died earlier in the attack and also writes out how hard did they hit.

Rivet's armored leather jacket is in. 3 tailoring, 3 fabrication means it's easy to get. Good protection, moderate encumbrance and moderate coverage. On paper looks like good early game/early midgame armor.

Survivor machete volume reduced to 4 (from 5). Due to increased attack speed, it is now one of the best non-diamond weapons available.
Title: Re: Latest experimental features.
Post by: Mattamue on November 06, 2015, 12:01:36 AM
Vendors/player will never sell items below cost, but there's still some room to program vendors to try to make a profit
Anvil recipe expanded to bootstrap blacksmithing; keep the theories about the first anvil, they're still fun
Allow selecting climbing direction in experimental z-levels
Arcana mod mapgen fixes
Avoid refreshing morale penalty for hoarding if penalty is zero
Fix AIM source/destination check, look for coordinate position instead
fixups of some translations strings
Adds decomp_learn field to two-way radio, so you can learn how to make one by taking it apart
Giving NPCs stuff, NPCs avoiding (being traded) live grenades, healing NPCs with items
Title: Re: Latest experimental features.
Post by: Random_dragon on November 06, 2015, 07:02:26 PM
Also of note recently:

* Addition of a dynamic line option in NPC dialogue that differs based on trait (PR'd by me, code rewrote by Coolthulhu to behave sanely).  Only used by the arsonist NPC at present, if trait checks can be made to affect available responses, this will have more utility in the future.

* PR altering how the game handles attempts to drop integral mods to a saner location (Kevin).

* Additional rebalancing of survivor machete (me). Primary effect was removing rapid attack, as it made it unfeasible to balance it relative to the normal machete.

* Pike tweaks in response to rebalancing of medieval weaponry (the derpdragon again). Weight reduction and damage buff.

* Rebalance of handloaded ammo in response to buffs of most factory loads (MauledByBears). Confusion ensues due to damage being 95% of factory levels, when other handloads went for 92% of factory damage.

* Fix of some options not caching on saving the game (DanmakuDan).

* Translations updates for Korean, Chinese, Russian, Taiwan, and Argentinian (VlasovVitaly).

* Packs of firecrackers fixed to vanish on running out of charges (Night-Pryanik).

* Addition of a variant of window that can be opened but lacks a curtain, fixing various oddities with transforming windows (OzoneH3).

* Removed the ability to remove all gunmods by unloading an empty weapon, due to the option existing in the gun use_action menu (moi).

* Prevents necromancers from raising pulped corpses, and makes corpse damage and other factors affect how long rezzing takes (Kevin). HP of target to raise might not best be the best balancing factor, but other alternatives are coming up in discussion. Size, difficulty, etc.

* Fix stationary gasoline tanks and leaking vehicles leaking entire jerrycans (DanmakuDan). This has to be the funniest bug I've seen in a while.

* Code to make holsters, sheaths, and other items dodge the layering penalty by being worn on different sides of the body (Mugling). Wristwatches also now can be worn on a hand as well.

* Ability to attach certain tools/weapons to belt loops (Mugling). Currently only the tool belt and firefighter's belt make use of the new ability.

* Setting a preferred default character name no longer overrides NPC names (OzoneH3). No more Spartacus moments for you. o3o

* Fixed horde movement derping up until the RNG passes a roll (CIB).
Title: Re: Latest experimental features.
Post by: Coolthulhu on November 12, 2015, 12:06:03 PM
Boulders and biter zed by jokermatt999
Boulders are furniture (and so can be pushed around, with enough strength) that can be smashed for rocks.
Biters are moderately fast grabbers with bad vision.

Electric attacks rebalance. They now cause a short term, heavy debuff instead of totally draining turns. Makes tazers a bit weak at the moment, but it will be rebalanced later.

NPC retroactive processing. NPCs left asleep will regenerate hp and fatigue, those left awake will get tired. May be wonky at the moment, with NPCs falling asleep standing.



Two last changes written by me, merged by Kevin.
Title: Re: Latest experimental features.
Post by: Random_dragon on November 12, 2015, 06:23:21 PM
And to add to it...

* Smoked meat volume has been tweaked, by Iosyn and merged by Rivet, for the sake of sanity relative to similar forms of preserved meat.

* Arcana mod series 7, by me and merged by Rivet. Mainly adds a few extra items to be learned from Sanguine Codex, Oaths to the Chalice, and To Master the Unknown. Adds the fourth mapgen area I had planned, giving a use to the remaining unique monster and item.

* Fix to a crash-inducing error, by DanmakuDan and merged by Kevin. Seems to have involved render settings that the SDL disliked, and fixing it so the code can unfuck itself in that particular case instead of counting on the user to do so.

* Update for MShock Modded tileset, by me and merged by Rivet. Additional thanks to Egomassive for providing some new and replacement sprites.

* Medieval mod series 3, also by me and also merged by Rivet. Some weapon rebalancing, and also ports over the martial arts from the dropbox version, medieval swordsmanship and pankration. Medieval swordsmanship's displace-and-counter counter could be contrasted with fencing and its "auto-kill things while crafting" counters. Now if only we had off-hand support so I could rework shields to port over...

* More horde behavior unfucking by CIB, and merged by Kevin. Allows monsters to "re-join" a horde to prevent the player from gaming the system to halt horde movement tracking by emptying the spawn pool. Personally I agree with CIB's original desire to make it an option so it could be tested first, but now its inbuilt. So hopefully it'll work as intended.
Title: Re: Latest experimental features.
Post by: noname1208 on November 14, 2015, 10:45:47 PM
On a more serious note, not sure how long it has been in, but engines now sometimes fail to start when damaged. I find this to be a great little touch, cheering the engine on as the Z close in on you and at the last moment your precious engine roaring to life and carrying you to safety just feels so good.
Title: Re: Latest experimental features.
Post by: Random_dragon on November 28, 2015, 07:22:17 PM
Acid rain seems to be dummied out, but if I recall it still can be forced on using the debug weather option. Lack of item damage means now it'll just ruin everyone's day, not their stuff.

And to get us back on-topic, among other things there's the changes I PR'd for mutations and bionics. Fingerless gloves, leather gauntlets, handwraps and a few other items no longer interfere with natural weapons like claws or the fingertip razor bionic. The same applies to certain mouthwear and bite/peck attacks, and horns with...some headwear, I think. Not many. Footwear also gets the relevant flag, but right now there AREN'T any natural kick/toeclaw attacks that explicitly check for the presence of footwear.

The second change, fingertip razors give you a butcher quality. Claws sadly don't yet.
Title: Re: Latest experimental features.
Post by: Random_dragon on November 30, 2015, 05:09:26 AM
And because I'm a maniac, listed up all the merges that have occurred since the PR I last mentioned.

* Mugling: Added the ability to have liquid crafting check for nearby containers, instead of just on one's person, on the ground, or a nearby vehicle tank.

* Robik81: Added batch time factors to protein powder, assorted canned and pickled stuff, other canned soups/broths not yet given batch time factor, kompot, jam, and other dried stuff not given a batch time factor.

* Remyroy: Added keybinding for exiting the character generation screen, as an alternative to backpedaling through the chargen pages. The <pocalypse is thus averted.

* RogueYun: Name change of unshelled/shelled/something'd hickory nuts. Bloody English language and its shenanigans.

* Me: Added alternative recipe for straw beds in More Survival Tools, using pine boughs. Also reduced some of the requirements for wattle-and-daub walls, and thatched roofing.

* Illi-kun: Added documentation of various JSON flags that went undocumented. As a bonus, fixed an incorrect use of the "PARROT" flag in one monster.

* Remyroy: Added a thing apparently required to allow support for unofficial sound packs.

* DanmakuDan: Added some more fixes pertaining to map oddities, part of the oddball map lag that had plauged recent versions.

* 790: Fixed a segfault-causing bug that involved viewing ammo conversion kits and possibly other things.

* Sparr: Made dexterity have greater effect on whether moving through broken glass causes damage.

* Illi-kun: Restyle of vehicle part flags. Stylin'?

* The derpdragon again: Quickfix shifting the No Powered Armor Mod into the correct category. Was a holdover from before the blacklist

* Chaosvolt again (guess who?): Re-added recipes for snare triggers, light snare kits, and heavy snare kits in More Survival Tools. While its use is questionable in vanilla, at least as mod content it's less objectionable.

* Me again: Update to MSHock Modded tileset. Aside from more assorted additions, also expanded the number of vehicle parts with separate sprites when broken.

* OzoneH3: Added an option in the crafting menu, to scroll the end product up and down. Yaaaay, no more bothering with the "e" key for that.

* Vickio: Added a thing for editing overmap files in-game. Since the prior debug option to spawn mapgen entries crashed half the time I tried it, this sounds bloody nifty.

* Mugling: Added the code providing the foundation for a reloading system using magazines. I'm not yet sure how this will play out in the long run, but I like what I see so far.

* Frost-wood: Added an l-stick. Light stick. It's a quarterstaff. It's a flashlight. It's both!

* Night-Pryanik: Added makeshift knapsack, using pants. You can never have enough pants.

* Mutability: Added a beefed-up alternator, and a vehicle-based generator to make use of it. An engine meant purely to provide power no longer needs to be a Frankenstein's monster loaded with multiple alternators.

Darkyhard: Added human variants of stomachs and skin. Human leather, for that authentic crafts-goblin-ship. Humanoid stomachs also come in larger variant for hypothetical giants, if you're into sort of thing. o3o

Illi-kun: Added additional possible loot to various vehicles. Sundry items in a few ordiary vehicles, trash in shopping carts, additional military gear in military vehicles, other fun things.

Night-Pyranik: A typo fix in the code. The info tags strike again.

Ronik81: Added ability to pour soda out of its can, and other instances where flavor containers full of something couldn't be extracted from due to the original container no counting as watertight.

Me: Changed small strings and long strings to count as ammo, allowing them to stack up to a certain point. This allows their volume to match up with that of short and long ropes, based on the amounts used to craft each item.

Also derpdragon: Various arcana mod tweaks. Buffs and nerfs to a few assorted items. Also of note, reducing armor values for the spirit of fire.

Illi-kin: Added ability to harvest wool staples from butchering sheep, and the ability to wash them to procure wool. Shearing the sheep has been plotted as a future idea, but for now? Punch the sheep. You know you want to.

Illi-kun: Fixed some weapon techniques that were mistakenly placed as flags in certain items.

Illi-kun: Updated some flags in various items, in general removing obselete ones. Also added more undocumented flags to documentation, and removed mention of obselete flags.

MehMuffin: Changed human broth to be perishable, to be consistent with its non-cannibal counterpart. Don't worry, you're still delicious.

DeeUnderscore: Changed farming of certain plants return multiple stacks, consitent with other plants returning multiple units/volume of the end-product.

Mugling: More code for their continued expansion of the new handling of holster/sheath/scabbard stuff. A check for determining if a holster-type thing can in fact holster a thing.

Remyroy: Makes sure that the earlier "allow nearby containers to pour craft output into" PR allows finding valid containers at the same range as finding crafting components.

BevapDin: Fixes a weird bug that makes wearable artifact items forget their on-wear traits in a haphazard manner if they're layered wrong. Hell if I know HOW they discovered the actual cause of the bug, when not even the PR'er could reliably reproduce said bug.

Illi-kun: Shifts around some code for how body temp is handled. Apparently injury could make wearing items to warm up have the opposite effect.
Title: Re: Latest experimental features.
Post by: Nioca on December 03, 2015, 04:09:00 AM
I just noticed the new display for examining and viewing items. On one hand, I definitely like it. It's a lot cleaner than the old one.

On the other hand, holy crap, the coloring. It's like I'm playing Zombie Legend of Zelda all of a sudden.
Title: Re: Latest experimental features.
Post by: KliPeH on December 03, 2015, 05:25:37 AM
I just noticed the new display for examining and viewing items. On one hand, I definitely like it. It's a lot cleaner than the old one.

On the other hand, holy crap, the coloring. It's like I'm playing Zombie Legend of Zelda all of a sudden.
The color choices are a bit... weird, but I guess it just takes time to get used to, that's all. They're a very good addition to the inventory screen indeed.

Speaking of colors, book recipes you haven't learned yet no longer get highlighted, making all of them identical-grey on book (e)xamine. I don't know who thought this is a good idea (if it's not a bug), but I wish this was added back as a feature.
Title: Re: Latest experimental features.
Post by: FunsizeNinja123 on December 04, 2015, 02:28:01 AM
Speaking of colors, book recipes you haven't learned yet no longer get highlighted, making all of them identical-grey on book (e)xamine. I don't know who thought this is a good idea (if it's not a bug), but I wish this was added back as a feature.

WHHAAAATTTTTT
Title: Re: Latest experimental features.
Post by: KliPeH on December 06, 2015, 07:02:59 PM
Speaking of colors, book recipes you haven't learned yet no longer get highlighted, making all of them identical-grey on book (e)xamine. I don't know who thought this is a good idea (if it's not a bug), but I wish this was added back as a feature.
WHHAAAATTTTTT
I believe this just got fixed (https://github.com/CleverRaven/Cataclysm-DDA/commit/533b51ac5b92680d57146bf91186650c38a9933a), as a part of the latest experimental build (#3998).
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 16, 2015, 07:58:10 PM
Moving to [A]ll in AIM should no longer change the area to the selected one but keep it at All.

Unloading changed: instead of unloading held item it will always ask for items. Now it also allows unloading from adjacent tiles.

Extinguishers can be disassembled now. You need pliers/wrench for that. The result is metal tanks and some scrap/plastic.
Title: Re: Latest experimental features.
Post by: KliPeH on December 16, 2015, 08:45:47 PM
There's a new zombie which is the first mob to use a new flag that was introduced in one of the latest experimental versions.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: Malkeus on December 16, 2015, 10:19:47 PM
There's a new zombie which is the first mob to use a new flag that was introduced in one of the latest experimental versions.
(click to show/hide)

The current implementation has a bit of a glitch if you have night vision. Non-NV players will be able to 'hear' the zombie approach via the usual 'audible' footprints in the darkness mechanic. NV users will get no warning at all, cause the square isn't dark. Something was mentioned about giving them the "parrot" flag or something similar so they'll make some spooky noises as they approach, giving you a shot to turn on your flashlight before they eat you. I'd be ok with that if they did something stealthy like "..." or "br...s.", so theres a good chance you won't notice it. They are supposed to be stealthy after all. GLHF ;)
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 23, 2015, 02:04:06 AM
illi-kun's boot rebalance is in. Mostly nerfs to "civilian" boots.
Title: Re: Latest experimental features.
Post by: Murphy on December 23, 2015, 05:11:00 AM
so they'll make some spooky noises as they approach, giving you a shot to turn on your flashlight before they eat you
turn on your flashlight before they eat you
they eat you
GRUE ZOMBIE! AUGH!
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 26, 2015, 03:26:22 AM
New repair mechanics are in.
Instead of manually repeating the repair command, you will be asked how long to repeat the repair attempts.
Balancing isn't perfect yet - expect to waste way more resources than before.
Doesn't work with vehicle-mounted welders yet (will bug out).

Splints will now cover only one limb rather than both of them. Make sure they cover the broken limb!
Title: Re: Latest experimental features.
Post by: stk2008 on December 26, 2015, 10:04:14 AM
Damn u lot

Updates on chrimbo day :O thank you so much to all who contribute realy appriciate it.

Hope u all had a fantastic chrimbo
Title: Re: Latest experimental features.
Post by: Coolthulhu on December 31, 2015, 09:49:12 AM
Merged by Rived, written by me:

Reload code is being reworked by mugling. For example, sewing kits no longer transmute sinew into thread.
Also by mugling: more actions allowed for adjacent tiles (not just inventory): heating food, purifying water.

New food/recipes by Cyrano7:
Chocolate covered coffee beans and pretzels
Soylent green

Soylent green is the regular protein powder, except with human flesh not being lost on craft. Meaning you can no longer bypass the cannibalism penalty by producing it from dried human flesh (and no longer lose the bonus if you are a cannibal).
Title: Re: Latest experimental features.
Post by: Mr.Bananza on January 01, 2016, 08:13:51 PM
Looking at the latest experimental builds, I could clearly see that something new had happened just based on the size of the files.

(click to show/hide)

Jumping in to a new year? Bah, more like jumping into a new experimental!
Title: Re: Latest experimental features.
Post by: Aluminumfoil on January 07, 2016, 06:26:47 AM
I'm exploring Cata again after a half-year or so away.  I am impressed by the changes I've discovered!  Gratitude and 87%-platonic kisses for whoever implemented colorless tiles for areas of dim light, new NPC interactions, and built-in soundpack support, especially. <3 

(God,
(click to show/hide)
make that dim light terrifying.)
Title: Re: Latest experimental features.
Post by: Coolthulhu on January 12, 2016, 06:38:52 PM
Kevin merged my initial 3D vision PR.
3D vision is unfinished, buggy and slow, but it is 3D vision nonetheless. Requires enabling it in options AND playing on a 3D world. Monsters can see in 3D too (when enabled).

Changes by mugling:
Hand encumbrance now affects wielding times and time taken to unload from a container.
Short barrel mod can now be created by applying hacksaw. Currently only one gun supports this (Remington 870). Changing gun this way is irreversible.

By Rivet:
Corrosive zed nerf. Their spit no longer produces acid puddles, which makes it mostly harmless, but they gain a low-cooldown barf attack in melee. This one does produce puddles.
They also no longer have a powerful melee attack, which they only really used to bring down walls and cars.

By Kevin:
Removed whip stunning
Item highlighting in armor reordering brought back

By John Candlebury:
Huge buff to zombie soldier drops. They will now drop knives, guns (damaged), ammo and (rarely) great medical supplies.
To compensate, they gain armor that nearly rivals player armor.
Title: Re: Latest experimental features.
Post by: DevilStar on January 13, 2016, 04:26:29 AM
Kevin merged my initial 3D vision PR.
3D vision is unfinished, buggy and slow, but it is 3D vision nonetheless. Requires enabling it in options AND playing on a 3D world. Monsters can see in 3D too (when enabled).


How can i test this? I've enabled this options (z-levels, and debug option) but i don't see any difference.
Title: Re: Latest experimental features.
Post by: evilexecutive on January 13, 2016, 04:35:12 AM
Kevin merged my initial 3D vision PR.
3D vision is unfinished, buggy and slow, but it is 3D vision nonetheless. Requires enabling it in options AND playing on a 3D world. Monsters can see in 3D too (when enabled).


How can i test this? I've enabled this options (z-levels, and debug option) but i don't see any difference.

Until the worlds are made more 3D, you'll only be able to use this in the 2 Story-Motels, Office Towers, and Missile Silos. Those are all of the current locations where Air-tiles are created.
Title: Re: Latest experimental features.
Post by: Random_dragon on January 13, 2016, 04:45:31 AM
That, and technically any outdoor area lets you look into the sky tiles that are generated above that. And flying monsters may or may not be able to make use of that airspace.

(click to show/hide)
Title: Re: Latest experimental features.
Post by: Coolthulhu on January 16, 2016, 09:43:06 AM
Core0verload's screwdrivable parts PR:
Many "small" parts can now be installed/removed with just a screwdriver and many "medium" parts with a wrench.
For a full list of parts, check out https://github.com/CleverRaven/Cataclysm-DDA/pull/14840

evilexecutive's inferior weapon PR:
Places that would spawn medieval weaponry are now much less likely to do so. Instead they are likely to spawn replicas with worse stats and no way to repair them. Overall there should be more melee weapons spawned, but of much lower quality.
For stats and spawn rates check out https://github.com/CleverRaven/Cataclysm-DDA/pull/14721

My melee combat rebalance PR:
Full list of changes: https://github.com/CleverRaven/Cataclysm-DDA/pull/14741
Overall it's a nerf to cutting and stabbing weapons (with former getting hit harder), a nerf to unarmed, a small nerf to fast weapons, a buff to heavy bashing weapons and a buff to all heavy weapons.

My NPC give command update:
https://github.com/CleverRaven/Cataclysm-DDA/pull/14654
Lets you give NPCs who trust you food and drugs. Drugs include mutagens.
There is no good mechanic of gaining trust yet.

There also were some "behind the scenes" changes that players won't see:
BevapDin allowed moding existing critters/techniques/martial arts/buffs to only change the relevant stats, not copy the entire entry. https://github.com/CleverRaven/Cataclysm-DDA/pull/14838
mugling is changing the ammo code with the eventual goal of changing reloading to be more "magazine centric" so that, for example, batteries will no longer be an uncountable "pool" of energy, but actual items, each with own charge. https://github.com/CleverRaven/Cataclysm-DDA/pull/14837

All those merged by Kevin.
Title: Re: Latest experimental features.
Post by: Random_dragon on January 31, 2016, 12:03:54 AM
So, a few samples of the past 3 days of merges...

* To-hit calculations now include wearing contact lenses in the part that looks for glasses, by Marcosblackd.

* Mugling added the ability to stow magazines in ammo pouches of certain sizes, in the same way as holster/sheathing/etc'ing other gear. For added Fun, the reload mechanics can correctly find magazines that are stowed in ammo pouches, demonstrating future potential for sane handling of nested containers.

* Small update to MShock Modded tileset, by me. Cheap budget-steel weapons now have sprites assigned.

* Mugling added a change preventing gun mods from being removed if the weapon is loaded. Mostly due to ammo conversion mods, but it has a realism benefit too.

* Mainlining the halberd from Medieval Stuff mod, by Darkyhard. For added Fun, you can cook with the spike on the end. Axe quality was removed though, I guess level-1 quality was rather pointless anyway.

* Changes to how stamina is affected by carrying more than your weight limit, by Isk1n.

* Night-Pryanik added window frame with bars, for the result of smashing a barred window. Add that to list of things I'll need to sprite. o3o

* Rivet made it possible to deconstruct the rope and pulley.

* Marcosblackd updated Stats Through Skills mod. Far as I can tell, this likely fixes the glorious exploit of setting stats to the minimum during character gen for 16 free points.

* Changes to barred windows by Night-Pryanik. Smashing barred windows now makes it become an empty barred window instead of skipping straight to window frames, and they can be cut with the acetylene torch.

* Codemime stopped the hilarity of being woken up by your own musical performance because you were playing it in your sleep.

* Coolthulhu added the ability to customize bite attacks for different monsters. Sadky, use of the old bite special attack no longer works. This will become relevant farther down the list.

* Fingerhack made a passive bionic due to its function not relying on activation, by Cyrano7.

* Mugling added glorious ammo pouches.

* Kevin changed the hardcoded effects of fingerhack to consume power. Electrohack items remain magical non-powered gizmos.

* Trying to fire a bow, sling, or similar weapon with no ammo on hand will no longer print a debug message, by Mugling.

* Arcana mod unborked by me, after the bite changes made its use of the old bite special attack error-inducing.

* Shields are now a thing, by me. Amusingly, the actual shields themselves (part 3 of the PR series) was merged right before part 1. So one of those builds will allow you to wear 2 of every kind of shield while wielding a bow. Good luck finding which build. o3o

* By...guess which derpdragon again, a few extra mutant wildlife. Giant rattlesnakes will occasionally show up in the wilderness, a bit tougher and more aggressive than the normal variety. Spider basemwents can occasionally be full of giant cellar spiders instead of black widows. Imagine this ( https://www.youtube.com/watch?v=utzyGgpfh6E (https://www.youtube.com/watch?v=utzyGgpfh6E) ) except it can dodge bullets.
Title: Re: Latest experimental features.
Post by: TheFlame52 on January 31, 2016, 12:44:05 AM
At some point the ability to transfer all the money on cash cards to one card was added, which is amazing. Also we now have shaped explosions - if you set off C4 in a hallway, the explosion will follow the hallway, blowing in doors along the way. Bloody brilliant, lots of fun in labs and vaults.
Title: Re: Latest experimental features.
Post by: Kevin Granade on February 01, 2016, 06:17:23 AM
Rivet just merged a little fix I made I've been meaning to do for a while.  Now if you shoot at a target and miss, the bullet will keep going out to the max range of the gun, potentially hitting things.  This is particularly great if you're faced with a large horde of zombies and have an automatic weapon on you, in which case pretty much every shot you fire hits something.

mugling has been making amazingly fast progress overhauling how guns and ammo interact, there is now an infrastructure for having distinct gun magazines, and thanks mostly to Rivet and Random_dragon, a large number of guns have been converted to use the new magazine items.  This means instead of having funky "extra magazine" gun mods, you'll just have some number of loaded spare magazines in your inventory for fast reloads, and if you run out of those, you're going to be in a bit of trouble.  The UI for magazines is still a bit rough, but it's usable.
Title: Re: Latest experimental features.
Post by: Kevin Granade on February 04, 2016, 07:49:49 AM
Reminder, this is in the "announcements" forum for a reason, people want a thread that lists recent changes to the game, the thread can't do that if it's cluttered with questions and comments about the features, please ask and comment away elsewhere.
Title: Re: Latest experimental features.
Post by: Random_dragon on February 19, 2016, 03:49:21 AM
As of late, Mugling continues to do wonderful work. Most recent being a bugfix for a crash-inducing bug that pretty much broke reloading ranged weapons via crash-inducing.

However, it seems this fix is compiler-specific, and apparently the site's official compiler didn't work with it. Much confusion ensued.

EDIT: Bump your window size up. Of all the weird possible causes...
Title: Re: Latest experimental features.
Post by: Elidor VON on March 07, 2016, 07:10:06 PM
Now when you smash corpse blood splatters in directions instead of just creating a "blood pool" around the dead body. Streets become a bloody mess after cleaning up battlefield. Looks awesome.
(click to show/hide)
Title: Re: Latest experimental features.
Post by: Coolthulhu on April 05, 2016, 03:13:57 PM
Title: Re: Latest experimental features.
Post by: Kevin Granade on April 14, 2016, 04:18:28 AM
The "Crazy Cataclysm" mod is finally a thing, (this was literally on my very first todo list I made for the game like three years ago).  A number of joke monsters and items are blacklisted by default, and re-enabled only if you enable the Crazy Cataclysm mod.  It's opt-in, so if you want to keep seeing thrillers and Granades and such in your games, you need to turn it on.
Title: Re: Latest experimental features.
Post by: Force21 on April 14, 2016, 07:53:27 AM
The "Crazy Cataclysm" mod is finally a thing, (this was literally on my very first todo list I made for the game like three years ago).  A number of joke monsters and items are blacklisted by default, and re-enabled only if you enable the Crazy Cataclysm mod.  It's opt-in, so if you want to keep seeing thrillers and Granades and such in your games, you need to turn it on.
Thanks a lot for that!! I was tired of having to remember to disable joke monsters every time I made a new world :)
Title: Re: Latest experimental features.
Post by: nick0010 on May 03, 2016, 09:05:07 AM
Also a new vehicle lifting system. Now there's more than just one small jack that can lift a tank.
Title: Re: Latest experimental features.
Post by: HRose on May 14, 2016, 02:48:49 AM
Rivet just merged a little fix I made I've been meaning to do for a while.  Now if you shoot at a target and miss, the bullet will keep going out to the max range of the gun, potentially hitting things.  This is particularly great if you're faced with a large horde of zombies and have an automatic weapon on you, in which case pretty much every shot you fire hits something.

How is this working? Because in my little game I was trying to figure out some decent logic, but it's not easy.

For example, you want to avoid that someone with crap skill hits things even better just because he misses. In general you shoot at something, roll the dice, and see if it hits.

Unless it's only trajectory based, so in that case you always hit as long the bullet passes through that cell.
Title: Re: Latest experimental features.
Post by: Litppunk on May 14, 2016, 10:59:56 PM
Or you go double jeopardy and make it so its trajectory based % chance and % chance when it enters cell. Then include % chance of full penetration etc... just for added complexity and probably unnecessary accuracy.

But rememeber to account for the multiple layers of inacuracy or angry players...
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 05, 2016, 12:22:38 AM
Long time without the thread being updated, but with many updates to the game.

I'll sum up quickly:

And tons of other fixes and tweaks.
Title: Re: Latest experimental features.
Post by: Coolthulhu on June 23, 2016, 03:46:17 PM
Filthy perma-morale thing should be fixed, but filthiness is still not up to par when it comes to design.
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on July 19, 2016, 03:21:52 PM
Kinda old:


The Traps skill has been reworded.
The 7.62x25mm has 2 more bullets: a JHP version from GAME_BALANCE.md and a high-power version, and the Type P has different descriptive text.
The PPSh has 35- and 71-round magazines. (could someone provide a reference for the unloaded weight for the Soviet 71-round drum magazine with the 1mm wall?), and the rail has been removed.
The M14EBR no longer has a wooden stock, and it has a 10-round burst mode.
The Mosin EBRs have plastic stocks again, their aim speeds have been increased to 8, and their JSONs copy from rifle_manual.
The aim speeds of the M1903 and Remington 700 have been increased to 8.
The Steyr AUG no longer has a stock.
The M1014 no longer has a burst mode, but it's range has been increased by 1.
The .22 CB and .22 ratshot descriptions have been enhanced.
The RM99 can be found in mansions, and wherever guns_pistol_obscure is present.
Some machine guns are burst-only.
The AN-94 now has 2-round burst and 10-round auto.
The RM614 has 4-round burst mode.
The TEC-9 lost it's selective-fire capability; it is auto-only. (it is only semi-auto or mod full-auto irl.)
The Briefcase SMG and MP5 have a 3-round burst mode.
More 5.45x39 spawns.
The RM216 and RM232 have burst modes.

[EDIT: errors]
Title: Re: Latest experimental features.
Post by: stk2008 on July 21, 2016, 09:47:11 PM
Ohhh whats this latest update

Vehicle traction and all the other cool stuff?
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on July 21, 2016, 09:55:04 PM
5280
Title: Re: Latest experimental features.
Post by: stk2008 on July 21, 2016, 10:15:08 PM
I knowmits build 5280 i meant more details on whats been added looks interesting :)
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on July 22, 2016, 12:01:17 PM
Thanks to T-BENZIN, we now have a reference for PPSH drum weight! Thank you!
Title: Re: Latest experimental features.
Post by: ZoneWizard on July 26, 2016, 10:26:44 PM
How do I use bar of soap to clean filthy items?

I cannot seem to find the activator for this function =/
Title: Re: Latest experimental features.
Post by: stk2008 on July 26, 2016, 11:03:52 PM
Make wash board load it with soap activate wash board choose dirty cloths...
Im sure thats it only done it once mind.
Title: Re: Latest experimental features.
Post by: Szara on July 27, 2016, 04:06:39 PM
Also you need to do this near a large supply of water. A pool/river/swamp works well, as does a vehicle mounted water tank. Toilets are not enough.
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on July 28, 2016, 09:46:22 AM
NPC infighting may be in.
Title: Re: Latest experimental features.
Post by: The13thRonin on July 31, 2016, 01:07:55 AM
Any recent changes? No-ones posted for awhile. I'm still using 5254.
Title: Re: Latest experimental features.
Post by: Coolthulhu on July 31, 2016, 02:14:21 AM
Turrets now use magazines.
NPCs fight each other if they belong to opposing factions (currently quite buggy).
Title: Re: Latest experimental features.
Post by: TheWumpus on August 02, 2016, 04:46:27 AM
Did refueling vehicles with "f" ever get fixed? I'm still running 5130 and it was bugged then, fuel containers had to be "U"nloaded while next to a vehicle. Since you can't unload batteries or plutonium cells (or vortex cores) it's kind of frustrating to get more advanced systems/recharge vehicles with dead batteries.
Title: Re: Latest experimental features.
Post by: Soyweiser on August 02, 2016, 11:13:12 AM
Did refueling vehicles with "f" ever get fixed? I'm still running 5130 and it was bugged then, fuel containers had to be "U"nloaded while next to a vehicle. Since you can't unload batteries or plutonium cells (or vortex cores) it's kind of frustrating to get more advanced systems/recharge vehicles with dead batteries.

iirc it has (works for me on my dev version). Unless you mean refueling with batteries. That feature has been removed.
Title: Re: Latest experimental features.
Post by: Soyweiser on August 06, 2016, 01:42:32 PM
I think he's referring to the fact that an engine, with an alternator, connected to a dead battery won't start. At least, that's been my experience. Previously, you could essentially kickstart it by putting a bit of charge into the vehicle battery, but now that you can't do that, it would appear to be a chicken and the egg problem. Dunno if that's still the case though, I haven't built a vehicle in a while.

Aha, I thought he was only talking about all ways to charge a battery, not just how to get the car started.

You can now also use jumper cables, or you can just rip out a working car battery, and install it in a car. You don't need a welder/tape for that. Only a wrench.
Title: Re: Latest experimental features.
Post by: Coolthulhu on August 12, 2016, 06:29:13 PM
Big aiming update. Dexterity is no longer required to aim well, but is required to aim fast. Perception helps with sniping, by decreasing sight dispersion.
Aiming perfectly (sniping) is much slower, so partly-aimed shots are more important now. Those got a moderate buff.

Book reading update. The UI is noticeably different. Most of the changes here only affects NPCs who now gain skills when you're reading if they qualify for reading.

Mission code is mostly JSONized now. Has bugs here and there, but it should allow simple custom missions already.

Mutation attacks are jsonized. Currently only simple ones, but this covers most of them.
For example, all of those could be done with this json system (note: those aren't in, just examples of what COULD be done):
Title: Re: Latest experimental features.
Post by: ByrdJur on August 23, 2016, 08:54:36 PM
I made this account just to post this.
In the new experimental versions of the game, i cannot learn recipes.
Is there a way around that or do i just need to wait?
Title: Re: Latest experimental features.
Post by: Metekillot on August 23, 2016, 11:40:58 PM
You need to memorize book recipes by doing them now, unless raising your skill level gives you that recipe.
Title: Re: Latest experimental features.
Post by: Random_dragon on August 27, 2016, 11:44:29 PM
Not learning recipes automatically from a book is okay.

Real-time mode is the real "what the fuck is wrong with you" change lately.
Title: Re: Latest experimental features.
Post by: ArgusTheCat on August 28, 2016, 12:48:44 PM
I actually really love the whole thing about learning recipes from books.  It streamlines the process.  If you really need a recipe, then you're going to want to use it as soon as possible, and boom, you learn it.  If you DON'T need a recipe right away, then thematically, it makes no sense for your survivor to be memorizing it.  But it does make sense to be able to reference old books when you need to.  It saves time that you normally would have wasted in game reading a book over and over trying to learn something you didn't need.  Or DID need, and can't get!

There's a lot of complaints about sacrificing fun for realism, and some of them I can totally understand.  But ultimately, the game is made fun by the depth that it has.  No one is playing Cataclysm because it's simple, we're playing it because very early on, we realized that climbing through a broken window without clearing it first could get us cut, and that the details like that were so fucking cool.  This is just one more step in that direction of detail.

That said, eidetic memory as a trait that DOES let you memorize from books would be pretty cool.  Though this is the wrong thread for that.

Title: Re: Latest experimental features.
Post by: Pandromidal on August 29, 2016, 11:48:51 PM
Unified Power Supply CBM now consumes 1 bionic power for every 1 ups power, instead of 1 bionic power for every 10 ups power. At least, firing the A7 Rifle now costs 40 bionic power instead of 4, much to my characters dismay.
Title: Re: Latest experimental features.
Post by: Soyweiser on August 31, 2016, 05:17:31 PM
Unified Power Supply CBM now consumes 1 bionic power for every 1 ups power, instead of 1 bionic power for every 10 ups power. At least, firing the A7 Rifle now costs 40 bionic power instead of 4, much to my characters dismay.
WAD. Bionic power is both cheap and of low value.
Title: Re: Latest experimental features.
Post by: Random_dragon on September 09, 2016, 09:21:15 PM
Few recent merges:

* Bugfix involving attempting to remove bionics.
* Fix for circular saws generating message spam when trying to remove vehicle parts. I'm betting this was due to refactoring of use actions.
* Arcana mod fixes I outlined back at the beginning of this month have been merged. Part of this was due to use action refactoring.
* The useless morale penalty for zombie-dropped clothing has been pushed back into being mod-only.

And now that the only fuckup that drew me back onto the forums has been resolved, back to lurking. There is still a fuckup with Tank mod, I might have to cook up a solution then offer it for others to PR.
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 10, 2016, 02:16:31 PM
Big update to mainlined blazemod. Tested automatically, so may have subtle bugs, but should have less of them than old one.
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 12, 2016, 06:48:15 PM
Rather big change to aiming just landed.
Experimental, meaning it may be adjusted a lot until we figure out the correct way to do it.
At the moment it makes aiming take a lot more time at low skill levels. Expect to fire a lot more "snapshots". On the other hand, snapshots are much better and you can expect to actually kill things with hip-fired rifle shots and gangsta-fired pistol shots.
Sniping is also much more useful. With a good rifle you can snipe things from level 0, especially if you have good perception. I tested it with the overpowered Rivtech sniper rifle thing and got semi-reliable "good hit"s at 30 range. Currently there is a hard cap of 30 range, because the accuracy formula "explodes" near that, meaning that anything that gets a reliable 35 range shot is also likely to get a reliable 100 range shot.
Title: Re: Latest experimental features.
Post by: Shopkeeper on September 13, 2016, 02:36:05 PM
Holy crap, you can like actually use guns legitimately now. I don't really like the five digit volume change, but that takes a backseat to being able to hit the broadside of a turret shaped barn.
Title: Re: Latest experimental features.
Post by: Snaaty on September 13, 2016, 02:52:43 PM
For those of you who like to use filthy clothing, the spawn of soap has been drastically increased. Still needs changes to make it more viable, but imho a very good obstacle for the early survivor.
Title: Re: Latest experimental features.
Post by: mugling on September 17, 2016, 05:29:29 PM
Holy crap, you can like actually use guns legitimately now. I don't really like the five digit volume change, but that takes a backseat to being able to hit the broadside of a turret shaped barn.

Next up is sensible recoil so that automatic fire is more than just a liability
Title: Re: Latest experimental features.
Post by: hexman on September 20, 2016, 05:20:28 AM
Looks like the guns have been heavily nerfed. My survivor-carbine doesn't even seem to hit a hulk which is 20 tiles away.
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 22, 2016, 09:59:08 PM
Electric engines got buffed.
Currently this means electric conversion is more than 100% efficient, but this doesn't allow any exploits more severe than improving fuel efficiency by driving a hybrid.
Fixing the >100% efficiency is low priority since it allows no perpetum mobiles and will probably happen later, when we try to combine vehicle and item power scales into one.
Title: Re: Latest experimental features.
Post by: mugling on September 23, 2016, 11:13:32 AM
New burst fire mechanics. Gun mods are now much more relevant and strength is required for effective us of the heaviest weapons. Bipods are partially implemented, you need mountable terrian to use them (window frames etc count for this). Some interface cleanup is likely to follow.
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on September 27, 2016, 07:22:57 PM
Boulders (small and medium varieties) now have the MOUNTABLE flag, so you can use them as a base to fire heavy machine guns.
Title: Re: Latest experimental features.
Post by: noname1208 on October 08, 2016, 06:14:45 PM
On topic, I adore the newer sharp font. I play on ASCII and it looks terrific, though to my eyes it does make a couple letters hard to distinguish.

Also, the new feature where using the emergency console to find the refugee centre lets you know where it is /and/ highlights the nearest road to it is great. Makes finding where the centre is alot easier and adds a nice little touch.
Title: Re: Latest experimental features.
Post by: mugling on October 09, 2016, 06:52:53 PM
Vehicle tanks are now generic and can be loaded with any liquid that doesn't rot. Soon to follow are upgrades to the water cannon which should allow for some interesting emergent tactics.
Title: Re: Latest experimental features.
Post by: Coolthulhu on October 09, 2016, 10:15:56 PM
Big changes in hit vs dodge formula.
Should prevent skeleton dogs and manhacks being unhittable, high level dodge granting immunity to any single enemy but stopping working against 2+ enemies, weapons' to-hit bonus not mattering except for crits and very early combat and low dodge enemies being equally un-dodgy after very early game.

Side effects include a bit of "Morrowind combat" where you miss targets that you would expect to hit, like regular zombies. Think of it as glancing strikes.
Title: Re: Latest experimental features.
Post by: jaked122 on October 11, 2016, 12:28:16 AM
So now you can search for the vehicle part you want to install on the vehicle part installation screen.

I'm happy with it.
Title: Re: Latest experimental features.
Post by: Coolthulhu on October 13, 2016, 12:56:00 AM
New battery mod that allows using vehicle batteries directly in items.
Kinda weird to haul a flashlight with a car battery strapped to it, but we don't have small batteries and battery chargers yet.

Craft search prefixes should work now.
Title: Re: Latest experimental features.
Post by: Pthalocy on October 13, 2016, 07:34:34 AM
So how long ago was lighting requirements for crafting overhauled? It's nice to see things described by how much dim lighting slows construction, rather than yes/no binary I seem to recall it being previously. Man I'm so far behind lol!
Title: Re: Latest experimental features.
Post by: noname1208 on October 14, 2016, 10:25:58 PM
Went to change a keybinding and was stumped for a minute until I found our new 'Main Menu'

The new descriptions under '?' are pretty nice and the main menu is really cool but still a bit odd to me just because there has never been one even when Whale ran the show. I do really like it though
Title: Re: Latest experimental features.
Post by: Coolthulhu on October 18, 2016, 03:41:52 AM
Construction menu now has search, by jaked122

mutability added time display on "do you want to disassemble x"

mugling removed weapon sticking, as it was rather complex but without impact on the game.
This is a small buff to machetes and axes and rather big nerf to spears (they lose the undocumented move draining ability).

Me and mugling have added a tool mod that allows loading car batteries into tools. It is supposed to be a step towards making batteries items rather than "liquids" and making vehicle power and "handheld power" equivalent in scale.
Currently kinda clunky, because attaching a whole car battery to a flashlight is weird, but it makes more sense to power things like welders with vehicle power instead of AA batteries meant for a talking doll.

Some critters now pathfind. Notably mi-go and master zeds. This means that they will not blunder into shrubs and cars, but will try to go around, like expected of thinking beings. They can navigate small mazes.
Title: Re: Latest experimental features.
Post by: Pthalocy on October 18, 2016, 06:30:34 AM
There is a move convo button. I had to delay using it due to the insane workload I've been handed irl, and it's resulted in the off-topic posts steadily piling up to the point where moving it is becoming actual work in and of itself. Gimme like half an hour to figure out all the posts that need to be shoved into a blob elsewhere.

The elsewhere has occurred: http://smf.cataclysmdda.com/index.php?topic=13488.0
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on October 18, 2016, 09:38:21 AM
THanks to debate and mugling, ammo can have multiple types. .357 with .38 cartridges when?
Title: Re: Latest experimental features.
Post by: Pthalocy on October 20, 2016, 02:07:37 AM
Latest forum feature: this thread is now finally back in Announcements where it belongs. I promise I've gotten the hang of this site's format finally.
Title: Re: Latest experimental features.
Post by: Firestorm_01 on October 25, 2016, 05:00:52 PM
Let's selebrate:
https://github.com/CleverRaven/Cataclysm-DDA/pull/18947

Now jacks and cranes can actually lift vehicles. Jack weight significantly increased. No more jacks that can't lift anything!
Title: Re: Latest experimental features.
Post by: TheFlame52 on October 25, 2016, 11:59:15 PM
I just came back for a brief visit after a long time away. Thanks for keeping the thread updated! I must ask though, what will the bionic changes do to MMR? He has almost all the bionics.

I like the dirty clothing, jack, and vehicle tank changes!
Title: Re: Latest experimental features.
Post by: Pthalocy on October 27, 2016, 01:34:10 AM
Hey.

I just finished putting all the discussion from the past few weeks in it's own thread so we could get back to mentioning new features.

http://smf.cataclysmdda.com/index.php?topic=13488.0

PSA: you don't have to play the game,  g - sawn-off shotgun (2). I have moved your post (and a few others that were off-topic) to the above link.

 This is not the place for feature or bug complaints. This is a thread for new features noticed in experimental builds. Further more, this game has had contributors in various fandoms and personal walks of life, and it should not be so shocking to see small easter eggs here and there, added by these users over the years. This game is open source. This forum is open. Don't bash.

If you have a less inflammatory complaint about copyrighted works being included in ours (Such as fallout references, lovecraft references, D&D references, robocop references, the list continues), start a new thread in the bunker discussing what is to be done to make this game more original. Don't target one fandom in particular and declare everyone nerds. It makes you look silly.
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on October 31, 2016, 04:27:23 AM
[Tank Mod]

Tanks now have camera controls attached to the driver's seat, allowing the driver a near 360 degree field of view.
Title: Re: Latest experimental features.
Post by: mugling on October 31, 2016, 12:27:41 PM
Night vision radius now depends on perception (Coolthulhu)

Holsters now display their capacities and items list which holsters they are compatible with (mugling)

You can assign NPC's as crew members in vehicles (mugling)

Various bugfixes (sethsimon, mutability)
Title: Re: Latest experimental features.
Post by: Coolthulhu on November 04, 2016, 07:16:36 AM
Advanced inventory menu can now sort by freshness. By int-ua.

Book menu now contains a lot more info. By codemime.

Mutant NPC spawns in beehives if you have static NPCs on. By me.

And a lot more changes that aren't easily visible to end users, like mutability's ranged formula rewrite.
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on November 04, 2016, 09:23:29 AM
DeadLeaves Fictional Guns is fixed.
Title: Re: Latest experimental features.
Post by: TheFlame52 on November 12, 2016, 03:58:33 PM
Someone added a Cable Charger System CBM, which lets you charge your bionic power from a vehicle. That's something I've always wanted but I never really thought about. Goodbye power troubles!
Title: Re: Latest experimental features.
Post by: Firestorm_01 on November 19, 2016, 02:54:14 PM
Currently merged hange of hordes attracting signal change
https://github.com/CleverRaven/Cataclysm-DDA/pull/19222

It affects only wander spawn (aka hordes).
What does it changed:

So now if you thought that hordes way to hardcore for you - you may give it to try now. Sounds still will attract hordes, but it should be much more managable now. So gampley with wander spawn should be much more fluid.
Title: Re: Latest experimental features.
Post by: Coolthulhu on November 20, 2016, 12:03:17 AM
Giant vehicle engine rework just landed.

Adds gears, RPM, efficiency and other such stats to engines.

Currently BREAKS VEHICLES WITH MULTIPLE ENGINES, so if you depend on that feature, you might want to skip few versions and wait until that's fixed.
Title: Re: Latest experimental features.
Post by: mugling on November 20, 2016, 12:08:25 AM
Vehicle engines got a big update. Combustion engines now have gears and are damaged when you exceed their safe rpm whereas electric engines have equal efficiency at any speed. Engine selection is now more of a factor in vehicle construction - you can have a slow traction engine, a lightweight 2-stroke engine or a reliable but fuel inefficient wankel engine. More importantly engine and fuel code is moved to JSON. It should be possible to implement a scotch engine powered by whiskey or in the near future a steam engine. Mod authors might be best waiting for the API to become more stable and for any significant bugs to be first identified and resolved.

Total conversion mods are also now possible. We're working on an example and some documentation for this at the moment.
Title: Re: Latest experimental features.
Post by: mugling on November 20, 2016, 12:09:33 AM
Currently BREAKS VEHICLES WITH MULTIPLE ENGINES, so if you depend on that feature, you might want to skip few versions and wait until that's fixed.

Clarification: Multiple engines remain supported but only one can be running at once
Title: Re: Latest experimental features.
Post by: BorkBorkGoesTheCode on November 21, 2016, 11:31:16 PM
Core:

The military seat was deprecated; now all new military vehicles get a regular seat instead, greatly increasing storage capacity.

Most military vehicles gain camera controls for their drivers; allowing greater visibility in daytime.

Most gas/diesel military vehicles, and most motorcycles get mufflers.

Some vehicles may have military weapon, magazines, and ammo inside them.


Tank mod:

Fixed shell casings.

Added mufflers.

Title: Re: Latest experimental features.
Post by: Coolthulhu on December 03, 2016, 09:32:47 PM
Some reworks in inner workings of cars, by mugling.
This time more buffs than nerfs. Solars recharge faster (maybe too fast), minireactor is currently unbalanced hard and provides nearly free power (mugling wants to cut the efficiency by a factor of 100, I'd argue more than that - that's how OP it is).

Minireactors now only actually work when batteries run dry. That is, having minireactor and solars on is no longer a waste, you can keep the reactor as pure backup.
One small problem: they no longer can recharge batteries on other vehicles.
Title: Re: Latest experimental features.
Post by: mugling on December 03, 2016, 10:32:47 PM
A lot of recent work has been focused on closing bugs so hopefully the next series of experimental builds will be more stable. In particular we are also working on improving overall performance.
Title: Re: Latest experimental features.
Post by: mugling on December 04, 2016, 01:01:22 AM
A lot of recent work has been focused on closing bugs so hopefully the next series of experimental builds will be more stable. In particular we are also working on improving overall performance.

Quotes like that always come back to haunt you. There's a bug in the current experimental that prevents the game starting if you have global auto pickup rules enabled.
Title: Re: Latest experimental features.
Post by: mugling on December 04, 2016, 01:17:55 PM
Now resolved in most recent experimental
Title: Re: Latest experimental features.
Post by: stk2008 on December 04, 2016, 01:28:21 PM
Awesome work thanks so much for all these fixes and additions amazeing :)
Title: Re: Latest experimental features.
Post by: Shadow86 on December 04, 2016, 07:15:54 PM
Is this a Jenkins/changelog oversight or is there a missing commit between builds 6003 and 6004? Or am I the one missing something?

I'm talking about 014111e (https://github.com/CleverRaven/Cataclysm-DDA/commit/014111e6a3a6286061bd97301982d68a4757423b), between "Fix for out of battery state" and "Better handling of item templates":

Merge pull request #19426 from mugling/eng5
Split engine load in to electrical and propulsion
Title: Re: Latest experimental features.
Post by: JazzGuru on December 12, 2016, 03:05:49 PM
Is that Kevin Granade I see putting in an appearance on the GitHub page again?

AWESOME!!! :)
Title: Re: Latest experimental features.
Post by: stk2008 on December 13, 2016, 07:51:16 AM
So I was watching a YouTube lets play and the chap now managed to activate some thing around him.
Please tell me this has now been added if so woooot.
Title: Re: Latest experimental features.
Post by: NFossil on December 13, 2016, 02:08:56 PM
So I was watching a YouTube lets play and the chap now managed to activate some thing around him.
Please tell me this has now been added if so woooot.

It's in. Dunno when, and I didn't realize it for quite a while. You'll still need to have space to hold the item in the inventory.
Title: Re: Latest experimental features.
Post by: youtoo on January 08, 2017, 05:21:09 PM
This is weird. I have never seen this thread go 3 weeks without a post before.
Title: Re: Latest experimental features.
Post by: Litppunk on January 08, 2017, 09:47:08 PM
eh, the back to back holiday weeks probably threw off a lot of the progress for a little while.
Title: Re: Latest experimental features.
Post by: Kevin Granade on January 10, 2017, 07:02:39 AM
Reverted the entire vehicle overhaul that has been causing so many problems, there might be some fallout from that here and there, but on balance it never delivered on its promises and caused many more problems than it solved.
Title: Re: Latest experimental features.
Post by: Nibelung44 on January 10, 2017, 08:35:10 AM
I'm curious if there is development map somewhere, like when multi-engines are back? Or is it part of the vehicle overhaul revert?
Title: Re: Latest experimental features.
Post by: Gnorse on January 10, 2017, 11:23:39 AM
Reverted the entire vehicle overhaul that has been causing so many problems, there might be some fallout from that here and there, but on balance it never delivered on its promises and caused many more problems than it solved.
so the whole thing is gone ? RPMs, fuel consumption, multiple engine bug , offroad efficency, all of it ?
Title: Re: Latest experimental features.
Post by: JazzGuru on January 10, 2017, 04:30:27 PM
Wow, I was wondering what all those reverted commits were for...
Title: Re: Latest experimental features.
Post by: Kevin Granade on January 10, 2017, 05:41:33 PM
I'm curious if there is development map somewhere, like when multi-engines are back? Or is it part of the vehicle overhaul revert?
Yes multiple engines should be back to working.

so the whole thing is gone ? RPMs, fuel consumption, multiple engine bug , offroad efficency, all of it ?
Yes, all of those, some (rpm, gearing) were things I want in the game, but the way it was added left me no option other than throwing it all out.
Title: Re: Latest experimental features.
Post by: Coolthulhu on January 10, 2017, 06:07:36 PM
Part of the offroad code is an earlier thing. That is, penalty for small wheels off the road. I didn't check, but it's unlikely that this part was reverted.

The "massive vehicles" (or whatever is it named now) mod may need obsoleting now.
Title: Re: Latest experimental features.
Post by: stk2008 on January 10, 2017, 06:40:59 PM
Shame I understand why its been reverted in some respects but I did like the gear and RPM thing.

Instead of cars going 200mph we had at least more realistic speeds etc :).

Any way thanks for all the amazeing work every one that contributes to CDDA :)
Title: Re: Latest experimental features.
Post by: TheFlame52 on January 10, 2017, 06:53:11 PM
Wow, both the inventory and now the vehicles are fixed now? I think I'll start playing again!
Title: Re: Latest experimental features.
Post by: Kevin Granade on January 10, 2017, 08:57:52 PM
Part of the offroad code is an earlier thing. That is, penalty for small wheels off the road. I didn't check, but it's unlikely that this part was reverted.
It was not, I ran your efficiency tests against the commit previous to that pr, and there was a distinct penalty for offroading.
The "massive vehicles" (or whatever is it named now) mod may need obsoleting now.
It does, there will be some breakage related to this in the short term, that will be my focus until it's all resolved.
Title: Re: Latest experimental features.
Post by: keyspace on January 11, 2017, 09:56:38 PM
Swappable storage battery doesn't need skill/tools to install/remove now/again.

EDIT: Given there's a mount, of course.
Title: Re: Latest experimental features.
Post by: Coolthulhu on February 26, 2017, 03:59:44 PM
Holy shit I forgot this exists. We really need some less-thready, more wiki format for updates.

Title: Re: Latest experimental features.
Post by: Logiwonk on March 27, 2017, 04:13:17 AM
Whoever added craftable maple syrup I just want you to know this is my favorite new feature since I last downloaded the exp version!
Title: Re: Latest experimental features.
Post by: TooDAMNMuch on May 27, 2017, 03:36:54 AM
not sure who made the changes but i like the non-fullscreen inventory window in the current experimentals, it seems like the UI has been getting some attention, looking good.
Title: Re: Latest experimental features.
Post by: nick0010 on June 07, 2017, 01:39:18 PM
The 30 tile range limit for firearms was removed, however you can not currently see the range of a firearm. This makes ranged weapons, bows in particular, more realistic to use but slightly more tedious.
Title: Re: Latest experimental features.
Post by: Kevin Granade on June 08, 2017, 03:46:42 AM
Not a direct player-facing feature, but I finally got travis builds working, this means every pull request and master build will run unit tests in addition to building the code, this means that as we continue to add unit tests, we can be more and more confident that changes aren't breaking things.

Example: There's a test that verifies that when you take medicine, it consumes charges of medicine.  I think this has broken 3 or four times over the years, and the chance of that happening again without us noticing are very low. (unit tests aren't infallible, so I'm not going to say it can't happen :P )

Also, over time unit tests help you increase the pace of adding features.
Title: Re: Latest experimental features.
Post by: papabrando on June 08, 2017, 10:37:03 AM
The 30 tile range limit for firearms was removed, however you can not currently see the range of a firearm. This makes ranged weapons, bows in particular, more realistic to use but slightly more tedious.

They finally got rid of that range cap??? That is like the best news ever, I haven't played in like a month or two, too busy playing AoE2 HD, gonna grab a fresh copy right now and get into a bionic sniper run my lads.
Title: Re: Latest experimental features.
Post by: nick0010 on June 12, 2017, 01:09:54 PM
The range of firearms is now properly visible as of version 6510 (Bows are now useful again)
Also not really a feature but worth mentioning, a ridiculous amount of bugfixes, stability improvements, optimizations, and other boring things that aren't really visible.
Title: Re: Latest experimental features.
Post by: Noctifer on June 12, 2017, 05:04:00 PM
Larger spaces in gas stations. (https://github.com/CleverRaven/Cataclysm-DDA/pull/21192)
This allows for more space for standard cars to manuver and is now friendly(er) to bigger cars.
Title: Re: Latest experimental features.
Post by: Coolthulhu on August 01, 2017, 07:31:50 AM
New overmap generation system is in. It is less strict when it comes to individual overmaps, meaning generating perfect worlds is harder, but more resistant to common problems, such as lack of bandit cabins. Overall overmap quality should improve somewhat.

Health system (not hp, food health) got reworked. Eating healthy/unhealthy food will now have a noticeable effect on health.

Contained fires no longer require relighting to burn through all contents.

Everyone is probably aware, but it wasn't mentioned here, so for archiving purposes:
There is a controversial requirement to be on heavy painkillers to install CBMs.
Title: Re: Latest experimental features.
Post by: Narc on August 03, 2017, 08:08:47 AM
Dropping 32-bit Linux experimentals (http://smf.cataclysmdda.com/index.php?topic=14826.0). I need feedback from anyone still using those, preferably at the Reddit thread (https://www.reddit.com/r/cataclysmdda/comments/6raijb/dropping_32bit_linux_experimentals/) (though I will try to read the linked forum thread, too).
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 05, 2017, 04:45:47 AM
Big big changes to consume menu courtesy of codemime:
(https://cloud.githubusercontent.com/assets/11905613/24332209/c3191722-1253-11e7-8bc0-327b5658d188.png)
(https://cloud.githubusercontent.com/assets/11905613/24332219/dd2ea6cc-1253-11e7-9a71-0a5bdd46ac6c.png)
(https://cloud.githubusercontent.com/assets/11905613/24332221/e0673a34-1253-11e7-93cc-7006927227f9.png)
(https://cloud.githubusercontent.com/assets/11905613/24332224/ed1e0de8-1253-11e7-92b8-cc10c13ca363.png)
(https://cloud.githubusercontent.com/assets/11905613/24332226/f2b4fd34-1253-11e7-9f35-c02d838bf10c.png)
Title: Re: Latest experimental features.
Post by: Noctifer on August 06, 2017, 03:33:25 AM
Make metabolic mutations more interesting (https://github.com/CleverRaven/Cataclysm-DDA/pull/21524):

Summary: The fast metabolism family of mutations now allow faster stamina regeneration based on intensity. The cold blooded mutation family are now treated as slow metabolism as well.
Title: Re: Latest experimental features.
Post by: Noctifer on August 06, 2017, 03:38:16 AM
Added more informative text when trying to install bionics depending on player's first aid skill (https://github.com/CleverRaven/Cataclysm-DDA/pull/21458)

THe following excerpt was taken from the PR and modified due to changes in it:

Players with first aid skill levels 0 and 1 will get old vague messages about taking painkillers.
Players with first aid skill level 2, 3 and 4 will get a remark about it being less or more than half of the painkiller threshold.
Players with first aid skill level 5 and beyond (and players with MD profession) will get the percentage of painkillers need to allow installation will be shown.
Title: Re: Latest experimental features.
Post by: Kevin Granade on August 23, 2017, 04:41:41 AM
Several very interesting changes recently.
Significant changes to overmap road generation https://github.com/CleverRaven/Cataclysm-DDA/pull/21620
tl;dr "more natural roads"

Make welding goggles easier (and incidentally more rational) to craft https://github.com/CleverRaven/Cataclysm-DDA/pull/21638

Boring sounding "Losslessly compress all tiles" https://github.com/CleverRaven/Cataclysm-DDA/pull/21685
tl;dr ~30% smaller tilesets and noticeably faster tileset loading (~60% faster in absolute terms, but just for the tleset loading part).

Significant work in removing pointless game delays: https://github.com/CleverRaven/Cataclysm-DDA/pull/21562
Title: Re: Latest experimental features.
Post by: TheFlame52 on August 30, 2017, 09:37:29 PM
I have sort of an outside perspective on this, so I'll be listing changes that weren't mentioned earlier. I will add more as I discover them.
 - There's now a slot for an emitter or lens mod on some energy weapons. There are also a few new gun mods.
 - Mycus Feeders can no longer take drugs of any kind. This includes things like bandages and vitamins, though first aid kits are still usable.
 - There are a lot more locations. I can't list them all.
Title: Re: Latest experimental features.
Post by: TooDAMNMuch on September 02, 2017, 06:51:03 AM
it seems like districts and names for them got added recently on the map, that's cool.
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 02, 2017, 08:02:57 AM
it seems like districts and names for them got added recently on the map, that's cool.

Actually, that's Codemime
Title: Re: Latest experimental features.
Post by: Kevin Granade on September 02, 2017, 08:29:37 AM
it seems like districts and names for them got added recently on the map, that's cool.

Actually, that's Codemime
ba DUM tish

Not in experimentals yet, PR to overhaul ranged accuracy is here: https://github.com/CleverRaven/Cataclysm-DDA/pull/21468
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 20, 2017, 12:06:04 PM
Rather major nerf to armor is in - flat 33% to 50% loss of armor (actual loss is 33%, but weaker armors benefited from rounding).

Leather and kevlar padding (from tailor kit) rebalanced - now it has a constant bash protection/encumbrance ratio of a fitted hoodie (pretty good, but nothing special). Leather padding has cut protection identical to bash protection, kevlar has bash like leather, but cut +50% over leather. In other words, leather-padded hoodie has protection and encumbrance of two hoodies, while kevlar plated has bash protection and encumbrance of 2 hoodies and cut protection of 2.5 hoodies.

Acidia's urban expansion mod got more buildings

Diesel V12 engine and a truck that uses it added

Batch crafting no longer grants less xp than crafting everything individually. It makes it beneficial to batch-craft when grinding now, because you only take one focus hit.
Title: Re: Latest experimental features.
Post by: Coolthulhu on September 27, 2017, 06:11:45 AM
Huge ranged rebalance by Kevin: https://github.com/CleverRaven/Cataclysm-DDA/pull/21468
It makes guns stronger and makes skill matter less making it more sensible to actually use guns without grinding forever first.
It is kinda rough at the edges, but numbers for early game are pretty solid. They still get wild at higher levels, though.
Title: Re: Latest experimental features.
Post by: Valiant on October 18, 2017, 12:04:10 PM
- Mycus Feeders can no longer take drugs of any kind. This includes things like bandages and vitamins, though first aid kits are still usable.
They can, actually. Just don't 'E'at them, instead 'a'ctivate them.
Title: Re: Latest experimental features.
Post by: CIB on October 26, 2017, 10:37:00 AM
To all contributors: You are awesome!

This just has to be said. I compiled the game to play it yesterday for the first time since in six months, and I'm loving the changes. The game is more and more feeling like a polished masterpiece, rather than a hacked together mess.

In no particular order:
- Awesome to have the cursor sound effect play on all menu screens. In particular, the little "error" sound effect when trying to load a character from a world that has none gave me serious PS1 nostalgia.
- Proper loading screens and "please hold, things are happening" spinners make me less anxious about the game having crashed when it's currently processing.
- Is it just me or did the soundscape and particularly character noises get better?
- Maybe I'm weird, but I'm loving the graphics of the ChestHole tileset. I consider the game to be very beautiful at this point, but I'm probably unusual in finding pixel art beautiful and not requiring super detailed particle effects or photo realism.
- Game still seems to run rather fast, or maybe that's just my new rig
- The new style options for the pixel minimap are great and give it a much better "retro" look, loving the "squares" style personally

There's  probably a lot more, but I only fired the game up for a bit yesterday to die horribly at the hand of zombie children. Damnit, roleplaying a child in the apocalypse is hard!
Title: Re: Latest experimental features.
Post by: Coolthulhu on October 28, 2017, 05:37:19 PM
Automatic pulping feature: https://github.com/CleverRaven/Cataclysm-DDA/pull/22229
Make sure to bind a button to toggle it on and off.

No more mechanics gains for crowbaring things and fiddling with safe dial.

Interface for multi-z-level buildings in city, without use of specials. Currently only supports 1/1 x/y "towers" and is rather clunky, but is still good enough for some small tall houses and shops.

Tons of new mansions: https://github.com/CleverRaven/Cataclysm-DDA/pull/22072
Parks and recreation buildings: https://github.com/CleverRaven/Cataclysm-DDA/pull/22049