Author Topic: Latest experimental features.  (Read 594216 times)

Offline Kevin Granade

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Latest experimental features.
« 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.
« Last Edit: October 19, 2014, 08:41:51 PM by Kevin Granade »
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #1 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!
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline EditorRUS

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Re: Latest experimental features.
« Reply #2 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"
    }
]

Offline Wuzzy

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Re: Latest experimental features.
« Reply #3 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.

Offline Anonymous

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Re: Latest experimental features.
« Reply #4 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.
Retooled Professions
This mod is under development.

All mutations unlocked at character creation
This mod is under development.

Offline dovla

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Re: Latest experimental features.
« Reply #5 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.

Offline jokermatt999

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Re: Latest experimental features.
« Reply #6 on: March 31, 2014, 07:37:14 PM »
I noticed some recipe changes.

(click to show/hide)

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #7 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)
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline terroroid

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Re: Latest experimental features.
« Reply #8 on: April 01, 2014, 12:13:41 PM »
nice update. i hope bolts can also be quivered, im a crossbow guy

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #9 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.
« Last Edit: April 02, 2014, 05:50:05 AM by Kevin Granade »
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Pthalocy

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Re: Latest experimental features.
« Reply #10 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.

Quote from: Rivet
We accept him, we accept him. One of us, one of us. Gooble gobble, gooble gobble.

Offline Sep

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Re: Latest experimental features.
« Reply #11 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!


Offline KA101

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Re: Latest experimental features.
« Reply #12 on: April 09, 2014, 12:13:13 AM »
Helps if it's merged things, not simply things that hit the hopper.  ;-)

Offline Wuzzy

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Re: Latest experimental features.
« Reply #13 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:


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:


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

(click to show/hide)
« Last Edit: April 09, 2014, 06:38:09 PM by Wuzzy »

Offline KA101

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Re: Latest experimental features.
« Reply #14 on: April 16, 2014, 04:44:29 AM »
Just got Kevin's starting-location code merged.  w00t.