github cataclysmbn/Cataclysm-BN v0.7.1
Cataclysm-BN v0.7.1

latest releases: 2026-08-24, 2026-08-23, 2026-08-22...
16 months ago

What's Changed

  • feat: SQLite+Compressed save format (Phase 2 of v2 save format) by @randombk in #5777
  • feat: use the standard domestic palettes for urban_11_1 and urban_11_2 by @0Monet in #5942
  • feat(balance): sanity-check half-life of sludge trail fields by @chaosvolt in #5944
  • feat: use the standard domestic palettes for urban_11_3 and urban_11_4 by @0Monet in #5945
  • feat(balance, mods/Magical_Nights): Re-price MN professions and scenarios by @RobbieNeko in #5948
  • feat(balance, mods/Magical_Nights): Nerf spellcasting costs, touch-up a few spells by @RobbieNeko in #5947
  • fix: recovering beehives grow into correct furniture, use external tileset sprite for item form by @chaosvolt in #5950
  • ci: Fix mac manual releases by @RobbieNeko in #5949
  • feat(balance): sanity-check fatigue gain from infections by @chaosvolt in #5951
  • feat(balance): Buff supply drop items, rework their item spawning by @RobbieNeko in #5952
  • feat: replace acidia_residential_roof_palette by roof_palette for urban_11_5 and urban_11_6 by @0Monet in #5954
  • fix(UI): displayed disassemble time by @Goredell in #5953
  • feat: New tiles for t_shingle_flat_roof by @nheve in #5955
  • feat(content): More clothing recipes by @RoyalFox2140 in #5956
  • ci: Pin SDL2 used for OSX builds by @RobbieNeko in #5958
  • feat(content): Craft kitchen stuff by @RoyalFox2140 in #5957
  • chore: Partial clear of migrations and obsoletions by @RoyalFox2140 in #5959
  • feat(content): Remove dialogue that references specific years by @Zlorthishen in #5960
  • feat: Add INACTIVE condition for enchantments by @RobbieNeko in #5962
  • feat(balance): dissoluted devourer buff scales more slowly, cut max bashing bonus in half by @chaosvolt in #5963
  • feat(balance): Plastic, Carbon Fiber Vehicle Frame Buff by @yay855 in #5964
  • fix: cables duplication by @Goredell in #5961
  • fix: Fireweapons stop being destroyed when running out of charges. by @KheirFerrum in #5967
  • docs: tweaks to PR template by @KheirFerrum in #5968
  • chore: remove content scope by @scarf005 in #5972
  • feat: Trees can be harvested for long sticks by @RoyalFox2140 in #5971
  • chore: fix typo in FIREWOOD flag by @silverwing235 in #5975
  • feat: Allow martial arts to require mutations by @RobbieNeko in #5973
  • fix: radiation biomonitor can now load all three types of ultra-light battery by @chaosvolt in #5976
  • feat(balance): wrist and ankle sheaths can fit pocket knives by @chaosvolt in #5977
  • feat(balance): require tools to deconstruct AC window unit by @chaosvolt in #5978
  • fix: disassemble inactive dispatch bots by @Goredell in #5982
  • fix(balance): kilnable heavy bones by @Goredell in #5983
  • feat(balance): vary up AoE range of shotshells more, fix paper shot lacking AoE by @chaosvolt in #5980
  • fix: use regional terrain for s_gardening by @0Monet in #5984
  • feat(mods/DinoMod): sauropod updates by @LyleSY in #5966
  • docs: additional clarification for PR template by @chaosvolt in #5970
  • fix(mods/MagicalNights): Attempt to limit mapgen placing things in towns when it shouldn't by @RobbieNeko in #5986
  • feat(balance): lower cargo space weight by @Goredell in #5979
  • docs: Reduce alarmism about docs being outdated by @RobbieNeko in #5989
  • fix: prevent folded vehicle item duplication on unfold by @Goredell in #5990
  • feat(balance): Triple wind turbine power output by @RoyalFox2140 in #5988
  • feat(balance): consistency updates for makeshift axes and tomahawks, to allow tomahawks to have woodcutting quality by @chaosvolt in #5993
  • feat(balance): move battleaxe to 2H_AXEScategory, obsolete HAND_AXES in favor of 1H_AXES by @chaosvolt in #5994
  • feat: All bandoliers that accept .38 special now accept .38 super by @RoyalFox2140 in #6000
  • fix: give gasoline lantern correct wielded sprite by @RoyalFox2140 in #6001
  • fix: remove EASY_DECONSTRUCT from air conditioners again due to it being accidentally re-added by @chaosvolt in #6004
  • chore: survivor hiking backpack description typo fix by @Kilmented in #6008
  • fix: differentiate name for opened condiment bottle by @chaosvolt in #6007
  • chore: fix my auto-included headers by @RobbieNeko in #6006
  • feat(balance): more tin and aluminum recipes by @Goredell in #6010
  • feat: Train mechanics by deconstructing furniture by @RoyalFox2140 in #6005
  • fix: crafted items no longer try to set default ammotype for items spawned empty by @chaosvolt in #6009
  • feat(port): JSONize ammo consumption per shot, allow gunmods to modify ammo use, add a flamethrower gunmod to demonstrate ammo use modifier by @chaosvolt in #6012
  • feat(UI): show ammo per shot for weapons that use it by @chaosvolt in #6013
  • fix: convert strict JSON errors to warning by @scarf005 in #6017
  • refactor: fix compiler warnings by @scarf005 in #6015
  • build: fix clang-tidy plugin build failure by @scarf005 in #6016
  • chore(mods/MonsterGirls): Fix a typo in Dryad Threshold's displayed name by @RobbieNeko in #6021
  • feat: clean up item categories more by @RoyalFox2140 in #6020
  • ci: bump artifact actions to v4.6.0 by @RobbieNeko in #6023
  • fix: change plastic sheet category to plastic scrap by @Goredell in #6025
  • feat(balance): second revert of shotgun ammo AoE by @RoyalFox2140 in #6027
  • feat(balance): add craftable underbarrel laser sight by @Goredell in #6030
  • fix: Fix cone shot not going through fences by @Coolthulhu in #6033
  • feat: Fix no hacksaw on metal bar window, closed doors block scent by @RoyalFox2140 in #6029
  • feat(balance): implement armor_multiplier for several shotgun-type items lacking it by @chaosvolt in #6036
  • feat: show save file version in game report by @scarf005 in #6040
  • feat(balance): The Springening by @Crystal9156 in #6041
  • feat(port): Rabbit Mutations by @Zlorthishen in #5885
  • feat(UI): compact armor display by @Lamandus in #6038
  • feat(UI): place minimap on the edge for nicer look by @Lamandus in #6039
  • feat(mods/MonsterGirls): Add bunny-girl mutation category by @RobbieNeko in #6042
  • chore(mods/MagicalNights): Fix lore issue with orichalcum fire axes by @RobbieNeko in #6043
  • fix: Fix monster faction debugmsg after monster::poly by @Coolthulhu in #6044
  • feat(balance, mods/MagicalNights): Increase wild monster aggression by @RobbieNeko in #6047
  • feat(UI): item category audit for comestibles by @chaosvolt in #6046
  • refactor: Debug spells from Magical Nights moved into Vanilla by @RobbieNeko in #6048
  • chore(mods/aftershock): fix typo "robot_carrier" -> "robot carrier" by @Kilmented in #6049
  • feat(balance, mods/MagicalNights): Buff legendary weapons, fix typo by @RobbieNeko in #6050
  • feat: add rabbit mutation to Mr_Lapin by @Zlorthishen in #6051
  • feat: make more overmaps with unique NPC globally unique by @Zlorthishen in #6052
  • feat(balance): make salt from salt water in small batches by @chaosvolt in #6055
  • fix(balance): make NV mutations passive by @Goredell in #6056
  • ci: Fix cross-compiled Windows builds and manual-release tiles OSX builds by @RobbieNeko in #6057
  • ci: ignore markdown changes by @scarf005 in #6059
  • chore: license future commits as AGPL-3.0 and CC-BY-SA-4.0 by @scarf005 in #6058
  • chore: Add checkboxes related to new licensing policy to PR template by @RobbieNeko in #6060
  • style: format .github directories by @scarf005 in #6062
  • fix(mods/MagicalNights): Upgraded dbone weapons take their base versions by @RobbieNeko in #6061
  • chore: Fix the sqlite and zlib includes in world.cpp by @RobbieNeko in #6063
  • style: fix prose wrap in PR template by @scarf005 in #6065
  • fix(mods/MagicalNights, balance): More consistent protection and reasonable recipes for black dragon armor by @RobbieNeko in #6066
  • feat(UI): add Simple and Compact compasses for small screens by @Lamandus in #6037
  • feat(balance, mods/MagicalNights): Nerf the ooze's spell by @RobbieNeko in #6070
  • fix: sleep menu no longer complains about deafness when using infolink alarm by @chaosvolt in #6026
  • fix: use regional terrain for s_garage_1 by @0Monet in #6072
  • chore: Obsolete No Hope and Generic Guns by @RobbieNeko in #6074
  • feat(mods/MagicalNights,balance): Move krabgeks to swamps, adjust swamp spawns by @RobbieNeko in #6073
  • feat(balance, mods/MagicalNights): Change magic academy spawning conditions, change door type by @RobbieNeko in #6075
  • fix: water dispensers and purifers don't erase inherited flags anymore by @chaosvolt in #6078
  • fix: Animal blood isn't cannibalism by @RobbieNeko in #6079
  • feat(port): streams by @LyleSY in #5987
  • feat(balance): be more clear about guns that lack integral sights, spawn affected shotguns with backup iron sights by @chaosvolt in #6084
  • feat(balance): split recipes for primers to allow more granular, reversible production by @chaosvolt in #6068
  • feat(balance): rebalalance steel/hard plating recipes, allow crafting hard armor plates by @chaosvolt in #6080
  • fix: make morel culture recipe consistent with normal mushroom recipe by @chaosvolt in #6088
  • refactor: separate game info to own file by @scarf005 in #6086
  • feat: Add siphon ability to Integrated Toolset by @Zlorthishen in #6090
  • feat(balance): consistency update for blackpowder tolerance of firearms by @chaosvolt in #6091
  • feat(balance): audit basic-tier blacksmithing by @chaosvolt in #6085
  • feat(balance): additional rebalancing for gunmods by @chaosvolt in #6092
  • fix: meth withdrawl won't cause you to die of eepy by @chaosvolt in #6094
  • feat: reliable finale generation, stubbed in existing rarer buildings for finales by @killorank2 in #5898
  • feat(balance): stamina no longer affects walking movecost, instead affecting dodge rating and melee damage by @chaosvolt in #6095
  • feat(balance): reduce material requirements for cleaning guns by @chaosvolt in #6096
  • feat(UI): further audit of item category by @chaosvolt in #6093
  • fix: add seeds for spurge flowers by @arijust in #6099
  • feat: JSONize spellcasting encumbrance threshold by @Hourousha in #6067
  • fix: make dangerous chemicals impossible to ingest by @arijust in #6098
  • feat(balance): use trash_dumpster for the dumpster of the mapgen dollarstore by @0Monet in #6100
  • fix: Enemies now bash vehicles and furniture in the way by @DeltaEpsilon7787 in #6081
  • feat: Ammo casing recipes by @Berehenia in #6089
  • fix: secondary magazine gunmods can inherit more behaviors from parent gun by @chaosvolt in #6083
  • feat(balance): allow hydraulic press to be grid furntiure, minor updates to press and brass items by @chaosvolt in #6101
  • feat(balance): add uncrafts for casings, recipes for shotshells, fix overrides of casing cutdown recipes, related consistency fixes by @chaosvolt in #6102
  • fix: faction currency goes in valuables item category by @chaosvolt in #6104
  • ci: Install sol2 for msys2 build by @RobbieNeko in #6105
  • feat: nested chequered floor for the kitchen of the mapgen s_restaurant by @0Monet in #6107
  • fix: make relic/artifacts loaded into other items work by @KheirFerrum in #6106
  • fix: Washing activity now appropriately adds item if split. by @KheirFerrum in #6109
  • fix(balance): Adds Electrosense bionic scanner. Removes power draw from bionic scanner. Add trigger cost to bionic scanning. by @KheirFerrum in #6108
  • fix: process_relic exits early if not carried by a character. by @KheirFerrum in #6111
  • refactor: process_relic logic refactor by @KheirFerrum in #6113
  • feat(port): Blacklist certain special_attacks from difficulty assessment by @RobbieNeko in #6114
  • feat(balance): re-add submaterial to survivor suits, use ballistic armor overrides by @chaosvolt in #6116
  • fix: movement mode changes movecost like it should by @chaosvolt in #6121
  • feat: Rifle and pistol uncrafts by @Berehenia in #6031
  • feat: roof_palette instead of acidia_residential_roof_palette for urban_8_6 by @0Monet in #6123
  • fix: Make process_relic take a pointer and stop crashing the game. by @KheirFerrum in #6124
  • fix: Allow UPS charge on/off no matter tools' charge by @Goredell in #6125
  • feat(balance): make welded shields thicker than bucklers by @chaosvolt in #6118
  • fix: sanity-check construction of fire rings, updates to improvised shelter by @chaosvolt in #6122
  • feat: JSONize activity speed/movecost modifier by @Goredell in #6064
  • feat(balance): point-blank shots deal increased damage against intervening terrain by @chaosvolt in #6117
  • refactor: UPS checks use static strings by @Goredell in #6129
  • feat(UI): Draw lower z-level for overmap by @Andrewsphere in #6127
  • feat: roof_palette instead of acidia_residential_roof_palette for urban_7_5 and urban_7_6 by @0Monet in #6131
  • feat(balance): Purifier Smart Shot Crafting, Loot by @yay855 in #6130
  • feat(mods/MonsterGirls): Monstergirls don't get BADBACK by @RobbieNeko in #6132
  • feat(balance): more bionics can cancel out bad mutations by @yay855 in #6133
  • fix: Hide vebose tooltip for sleep by @Goredell in #6136
  • chore: move all city_building from specials.json to multitile_city_buildings.json by @0Monet in #6135
  • docs: updated monster death functions and monster defense attacks by @ushkinaz in #6137
  • fix: use regional terrain/furniture for craft_shop_2 by @0Monet in #6138
  • fix: flying monsters wouldn't go down in general, non-flying monsters wouldn't go down ramps by @DeltaEpsilon7787 in #6139
  • feat(balance): adjustments to ring holster and spear strap by @chaosvolt in #6119
  • fix: monsters wouldn't spawn by @DeltaEpsilon7787 in #6143
  • feat(balance): scavenger cowl inherits components' qualities by @Goredell in #6140
  • feat(balance): Add foldable solar panels. by @arijust in #6142
  • fix: invalid safe reference by @Goredell in #6147
  • feat(balance): make use of foldable panels for electric scooters and solarpack, related updates by @chaosvolt in #6148
  • feat(balance): speedydex bonus takes effect avove 10 dex by @chaosvolt in #6149
  • feat(balance): allow using other funnels for sausage casing recipe by @chaosvolt in #6150
  • feat: use the nested mapgen s_restaurant_chequered_floor for the kitchen of the mapgen s_restaurant_foodplace by @0Monet in #6153
  • feat(balance): smartphone game playing by @yay855 in #6155
  • feat(balance): make smart shot require nanomaterial by @yay855 in #6156
  • refactor: migrate construction to actors by @Goredell in #6158
  • test: mark monster movement tests as flaky by @scarf005 in #6160
  • fix: Make the electrosense bionic scanner actually power down by @KheirFerrum in #6162
  • fix: outdoor fences bash into dirt/pits instead of t_null by @chaosvolt in #6161
  • feat(balance): metal rails new recipe by @yay855 in #6165
  • feat(balance): advanced butchering station by @Goredell in #6166
  • feat(UI): wielded tools and sort armor menu show ammo by @chaosvolt in #6152
  • feat(balance): audit survivor exo-suit recipe, allow uncrafting exo-suits by @chaosvolt in #6167
  • feat(balance): reduce encumbrance of gloves and boots by @yay855 in #6168
  • fix(mods/aftershock): energy saber battery bug by @yay855 in #6169
  • feat(balance): use synthetic fabric in a few more items, recipes for seatbelts/webbing belts by @chaosvolt in #6170
  • fix: reloading magazine properly shows non-empty magazines with different, but compatible ammo by @usagirei in #6174
  • feat(balance): elevator is a road by @Goredell in #6173
  • fix: regression introduced with magazine reload fix by @usagirei in #6176
  • feat: autopickup checks content of containers by @Goredell in #6172
  • feat: compactor machine furniture by @yay855 in #6171
  • fix: allows boarding up both domestic window frame and empty domestic window by @Dracque in #6179
  • fix: swap currency of unused faction for money bundle by @Dracque in #6180
  • feat(balance): make sarcophagus access code optainable via control laptop by @Goredell in #6181
  • feat(mods/MagicalNights): Add Holy Blade for Animist Spell by @RobbieNeko in #6185
  • revert: revert use of AGPL-3.0 and CC-BY-SA-4.0 by @chaosvolt in #6076
  • fix: add GUTTER to "connects_to" by @0Monet in #6184
  • refactor: Make special attack code for monsters choose random special attacks instead of using order of insertion. by @KheirFerrum in #6186
  • fix: deconstructing terrain into t_null creates roofs or open air automatically, don't spawn deconstruction results in midair by @chaosvolt in #6164
  • feat(UI): do not mention anesthetic/anesthesia if it's not used by @Goredell in #6187
  • fix: item duplication on furniture deploy by @Goredell in #6193
  • fix: make mall elevator usable by @Zlorthishen in #6196
  • feat: add kebabs by @WarriorKingBob in #6188
  • feat(UI): UDP external tileset sprites for treetops by @chaosvolt in #6194
  • fix: don't place APC cameras directly behind solid panels by @chaosvolt in #6190
  • feat: add industrial freezer by @Goredell in #6205
  • feat(UI): input history on (adv) inventory, and disassembly by @Kaylakaze in #6202
  • feat(UI): Maps now can be (re)used to display a nearby eligible revealed overmap tile by @usagirei in #6204
  • fix: Shorten mx_collegekids description. by @arijust in #6209
  • fix(UI): Adds a hotkey for the save format in the main menu by @joveeater in #6211
  • fix: various cable bugs, refactor cable logic code by @Goredell in #6192
  • fix: change phrasing in monster_attacks.json. by @arijust in #6210
  • feat(UI): show overworld map coordinates in location infopanel by @Kaylakaze in #6200
  • fix: cable unable to handle connections made in certain sequence by @Goredell in #6212
  • fix: prevent inventory item shortcuts from resetting by @usagirei in #6208

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Full Changelog: v0.7.0...v0.7.1

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