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_1andurban_11_2by @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_3andurban_11_4by @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_palettebyroof_paletteforurban_11_5andurban_11_6by @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
INACTIVEcondition 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
contentscope by @scarf005 in #5972 - feat: Trees can be harvested for long sticks by @RoyalFox2140 in #5971
- chore: fix typo in
FIREWOODflag 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_gardeningby @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, obsoleteHAND_AXESin favor of1H_AXESby @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_DECONSTRUCTfrom 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_multiplierfor 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
.githubdirectories 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
SimpleandCompactcompasses 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_1by @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 Toolsetby @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_dumpsterfor the dumpster of the mapgendollarstoreby @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
valuablesitem 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_restaurantby @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_relicexits early if not carried by a character. by @KheirFerrum in #6111 - refactor:
process_reliclogic 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_paletteinstead ofacidia_residential_roof_paletteforurban_8_6by @0Monet in #6123 - fix: Make
process_relictake 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_paletteinstead ofacidia_residential_roof_paletteforurban_7_5andurban_7_6by @0Monet in #6131 - feat(balance): Purifier Smart Shot Crafting, Loot by @yay855 in #6130
- feat(mods/MonsterGirls): Monstergirls don't get
BADBACKby @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_buildingfrom 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_2by @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_floorfor the kitchen of the mapgens_restaurant_foodplaceby @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_nullby @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_nullcreates 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
New Contributors
- @nheve made their first contribution in #5955
- @silverwing235 made their first contribution in #5975
- @Kilmented made their first contribution in #6008
- @Hourousha made their first contribution in #6067
- @Andrewsphere made their first contribution in #6127
- @ushkinaz made their first contribution in #6137
- @WarriorKingBob made their first contribution in #6188
Full Changelog: v0.7.0...v0.7.1