Author Topic: Latest experimental features.  (Read 647719 times)

Offline keyspace

  • Zombie Food
  • *
  • Posts: 16
    • View Profile
Re: Latest experimental features.
« Reply #1065 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.
« Last Edit: January 15, 2017, 04:40:41 PM by keyspace »
If I wanted something real, I'd go for a walk.

Offline Coolthulhu

  • Contributor
  • Survivor
  • ****
  • Posts: 3796
    • View Profile
Re: Latest experimental features.
« Reply #1066 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.

  • Faster drawing of nothing (can net 300+% extra FPS so pretty big deal)
  • Can now aim ranged bionics
  • Filthiness effects are now a mod, but filthiness itself is not (without the mod, it is only an eyesore for your OCD)
  • Broken limbs heal gradually and not randomly
  • Crafting clothing no longer requires you to reload the kit. You only need resources around.
  • Nerf to energy content of gas and diesel - down to 33%

Offline Logiwonk

  • Zombie Food
  • *
  • Posts: 27
    • View Profile
Re: Latest experimental features.
« Reply #1067 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!

Offline TooDAMNMuch

  • Survivor
  • ***
  • Posts: 332
    • View Profile
Re: Latest experimental features.
« Reply #1068 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.
1. disassemble lockers 2. disassemble broken console in the southeast corner 3. you now have the materials to craft a metal funnel, 60L tank and a brazier 4. find a second shelter or rip another 60L out of a car 5. you now have infinite clean water
people ask THAT often.

Offline nick0010

  • NPC
  • **
  • Posts: 109
    • View Profile
Re: Latest experimental features.
« Reply #1069 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.

Offline Kevin Granade

  • Administrator
  • Survivor
  • *****
  • Posts: 5566
  • I code dead people.
    • View Profile
Re: Latest experimental features.
« Reply #1070 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.
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 papabrando

  • Zombie Food
  • *
  • Posts: 12
    • View Profile
Re: Latest experimental features.
« Reply #1071 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.

Offline nick0010

  • NPC
  • **
  • Posts: 109
    • View Profile
Re: Latest experimental features.
« Reply #1072 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.

Offline Noctifer

  • Survivor
  • ***
  • Posts: 2831
  • Evening Star
    • View Profile
Re: Latest experimental features.
« Reply #1073 on: June 12, 2017, 05:04:00 PM »
Larger spaces in gas stations.
This allows for more space for standard cars to manuver and is now friendly(er) to bigger cars.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Coolthulhu

  • Contributor
  • Survivor
  • ****
  • Posts: 3796
    • View Profile
Re: Latest experimental features.
« Reply #1074 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.

Offline Narc

  • Zombie Food
  • *
  • Posts: 61
  • Build system maintainer
    • View Profile
    • Narc.ro
Re: Latest experimental features.
« Reply #1075 on: August 03, 2017, 08:08:47 AM »
Dropping 32-bit Linux experimentals. I need feedback from anyone still using those, preferably at the Reddit thread (though I will try to read the linked forum thread, too).

Offline Kevin Granade

  • Administrator
  • Survivor
  • *****
  • Posts: 5566
  • I code dead people.
    • View Profile
Re: Latest experimental features.
« Reply #1076 on: August 05, 2017, 04:45:47 AM »
Big big changes to consume menu courtesy of codemime:




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 Noctifer

  • Survivor
  • ***
  • Posts: 2831
  • Evening Star
    • View Profile
Re: Latest experimental features.
« Reply #1077 on: August 06, 2017, 03:33:25 AM »
Make metabolic mutations more interesting:

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.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Noctifer

  • Survivor
  • ***
  • Posts: 2831
  • Evening Star
    • View Profile
Re: Latest experimental features.
« Reply #1078 on: August 06, 2017, 03:38:16 AM »
Added more informative text when trying to install bionics depending on player's first aid skill

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.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Kevin Granade

  • Administrator
  • Survivor
  • *****
  • Posts: 5566
  • I code dead people.
    • View Profile
Re: Latest experimental features.
« Reply #1079 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
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!