Author Topic: Coolthulhu's patches  (Read 8685 times)

Offline Coolthulhu

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Coolthulhu's patches
« on: July 22, 2017, 07:34:50 PM »
Newest versions always available at:
https://github.com/cataclysmbnteam/Cataclysm-BN/releases



Changes from current master:
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changelog

Most important changes:
  • Normal distribution ranged accuracy math - compared to current master, it makes sniping requirements much more sane and prevents reaching insane levels of accuracy
  • Getting hit in a mending limb for 0 damage won't reset the mending process
  • Allows using jacks stored in non-adjacent vehicle trunks
  • Includes BrettDong's "NO_CBM_PAINKILLERS" mod - https://github.com/CleverRaven/Cataclysm-DDA/pull/21430
  • Buff UPS charger (drop the 10x cost multiplier to 2x), allow setting multiplier in json
  • Add stripped-down version of tungn's No Silly Items mod. Unlike the full version, it doesn't blacklist any guns, as most of those are covered by No Fictional Weapons mod
« Last Edit: October 17, 2017, 04:45:16 AM by Coolthulhu »

Offline trelatyraelis

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Re: Coolthulhu's patches
« Reply #1 on: July 23, 2017, 05:39:00 AM »
Finally, the mod everyone wants with all the sane changes. Are you going to expand this for other things that are labeled HARAM by El Grande Enchilada in the future?
My man Coolthulu, Cataclysm : Cool Days Ahead fork when?
Thanks for all the hard work you've been doing in all these years, I still don't understand how you haven't quit after all this negative backlash when you're actually trying to fix the damn game so it actually works instead of limping around but we're all glad you haven't! We believe in you!

Offline sweetMovesDude

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Re: Coolthulhu's patches
« Reply #2 on: July 23, 2017, 05:56:26 AM »
Thanks dude, when I try this out I'm hoping I can actually aim my gun and not wait to get high on painkillers to install my bionics.

Offline Coolthulhu

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Re: Coolthulhu's patches
« Reply #3 on: July 23, 2017, 10:20:35 PM »
Are you going to expand this for other things

At the moment just common sense quality of life stuff and making sure that experimental changes aren't forced before they're ready.
If you have any other cases where "working as intended" is not good enough, I can include those.

I'd like to add more player info displays: current painkiller value, radiation, hunger, thirst etc. - stuff that a good player can figure out already, but a new player will struggle with. Some of those might be halal in master branch, if I avoided displaying the exact numbers.

Later on I'm thinking map memory. One incredibly useful feature in any loot-heavy game that DDA lacks.
Now, map memory as an idea by itself isn't controversial, but my implementation would most likely be - I'd like to make it truly useful, by allowing searching the memorized items and not obscuring anything.

Offline John Candlebury

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Re: Coolthulhu's patches
« Reply #4 on: July 24, 2017, 05:16:48 AM »
Thank you oh so much  for this.

Offline PiCroft

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Re: Coolthulhu's patches
« Reply #5 on: July 25, 2017, 09:55:27 AM »
I love you Coolthulhu and want to have your babies.

Alternatively I can shower you with kudos, whichever you prefer (and is biologically feasible).

Offline John Candlebury

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Re: Coolthulhu's patches
« Reply #6 on: July 25, 2017, 06:16:19 PM »
This version of the game appears to crash very often while walking around.

 I dont know if its due to the patches or due to something in the recent experimentals.
« Last Edit: July 25, 2017, 06:21:40 PM by John Candlebury »

Offline Coolthulhu

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Re: Coolthulhu's patches
« Reply #7 on: July 25, 2017, 07:37:28 PM »
Yesterday's one or earlier?
Crash as in turn off or lock up? There was a bug that caused lockup, but it should be fixed in the most recent build here.

Offline DeWolf

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Re: Coolthulhu's patches
« Reply #8 on: July 25, 2017, 09:27:55 PM »
So other than the changes you mentioned everything else is on par with the current experimental or what?

Offline John Candlebury

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Re: Coolthulhu's patches
« Reply #9 on: July 25, 2017, 09:30:02 PM »
Yesterday's one or earlier?
Crash as in turn off or lock up? There was a bug that caused lockup, but it should be fixed in the most recent build here.

Seems like I downloaded a version before the lockup was fixed.

 I re-downloaded right now and the game runs without problems.


Offline RipRoarinBoogerPenis

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Re: Coolthulhu's patches
« Reply #10 on: July 26, 2017, 01:19:11 AM »
any chance to make a mod/patch for normal experimental branch that fixes accuracy?

Offline saltmummy626

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Re: Coolthulhu's patches
« Reply #11 on: July 26, 2017, 01:38:36 AM »
any chance to make a mod/patch for normal experimental branch that fixes accuracy?
Nope. One of the reasons coolthulhu's patched version exists is because Kevin won't allow these fixes to happen in the mainline.
I had a great dream that I was a handsome skeleton in a tower.

Offline Adventurer

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Re: Coolthulhu's patches
« Reply #12 on: July 26, 2017, 04:27:59 PM »
What's your take on throwing damage? It's a 0.D milestone issue, is there a proposed fix that could be merged?

Offline ZoneWizard

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Re: Coolthulhu's patches
« Reply #13 on: July 27, 2017, 12:40:02 AM »
^^ what you mean the high damage ratios? shoot a pistol and it does 22dmg. Throw a knife and it can does 56+ lol XD

Offline Wyzack

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Re: Coolthulhu's patches
« Reply #14 on: July 27, 2017, 01:23:04 AM »
Three questions

Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?

Secondly, will this have any issues if i install it on an existing save?

Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?