Author Topic: Latest experimental features.  (Read 662922 times)

Offline TheFlame52

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Re: Latest experimental features.
« Reply #1080 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.
« Last Edit: August 31, 2017, 09:18:48 PM by TheFlame52 »
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Offline TooDAMNMuch

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Re: Latest experimental features.
« Reply #1081 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.
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 Coolthulhu

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Re: Latest experimental features.
« Reply #1082 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

Offline Kevin Granade

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Re: Latest experimental features.
« Reply #1083 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
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Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1084 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.

Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1085 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.

Offline Valiant

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Re: Latest experimental features.
« Reply #1086 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.

Offline CIB

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Re: Latest experimental features.
« Reply #1087 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!

Offline Coolthulhu

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Re: Latest experimental features.
« Reply #1088 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