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Merge pull request #77028 from CleverRaven/changelog-weekly-2024-10-14
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Weekly Changelog 2024-10-07 to 2024-10-14
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kevingranade authored Oct 19, 2024
2 parents 79d21b2 + 96bc24e commit 576d639
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28 changes: 28 additions & 0 deletions data/changelog.txt
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Expand Up @@ -152,6 +152,7 @@ Grazing animals actually eat grass, and it regrows every season
New characters get random natural hair color during character generation
Binoculars now also increase 'detailed' vision range, not only max vision range
Morphic Sizing flag for summoned/magickal items
EOCs modifying calories track spent calories


## Content:
Expand Down Expand Up @@ -333,6 +334,8 @@ Professions & hobbies know gross anatomy & new butchering profs
Slightly Expands Hub-01 and Yrax factions
Adds a new stationary fungal variant.
adds a new fungus infested mapgen
Add a random NPC class that knows how to fly. Yes you CAN recruit them, switch to them, and then fly a helicopter with their skills.
fungalize stages for zombies


## Interface:
Expand Down Expand Up @@ -429,6 +432,8 @@ Custom loading screen the game deserves
wrap the descriptions in the zone menu so that it doesn’t have a ridiculous width
Map UI: hint custom keybind for `CHOOSE_DESTINATION`
Toggle between the map and look around
Only list non-zero damage types on melee weapons
Misc. improvements to NPC goto-location options


## Mods:
Expand Down Expand Up @@ -679,6 +684,11 @@ Create the Martial Mastery mod, which allows you to develop your own martial art
[DinoMod] Astrodon
[MoM] Add Alien Meadow mutable map special
[Magiclysm] Fantasy species zombies
[Magiclysm/Xedra Evolved] Magiclysm/xe updates for #76890
[MoM/XE Interaction] Ierde and powerful vampires are immune to telepathy
[MoM/CrazyCata Interaction] Rename Metaphysics to "woo woo"
[Bombastic Perks/MoM] Add MoM-specific perks
[Xedra Evolved] Dreamsmithing procgen expansion (enchants)


## Balance:
Expand Down Expand Up @@ -777,6 +787,7 @@ Wielded items behave the same as ranged weapons when driving
Small changes to Quenching and tempering proficiency
Battery tools sanification
Obsolete and migrate legacy wire in favor of mild steel wire
Make lab access shafts normally visible once spotted


## Bugfixes:
Expand Down Expand Up @@ -1025,6 +1036,22 @@ NPC flee from being run over by vehicles
fix the crash in select_language by building the font atlas first
Monsters won't be sending immobile targets into flight anymore.
[XE/Magiclysm] No wizard cats
Fix consume activity creation from liquid handler
Cabin in Safe Place scenario is now actually safe
Remove tainted/human leather recipe
Rotten blood can't be analyzed on centrifuge
[MoM] NPCs can awaken in portal storms
Fixing display of loudness multiplier of gunmods
Spend time when taking off items via 'T' in item examine menu
Start of cataclysm day and start of game day now respect season length
Fixes #76414, Can't activate item - character instead tries to eat it.
Forbid modding integrated tools
No longer able to wear already worn items
Faulty guns don't lock your view
Don't apply additional move cost for moving barefoot in deep water
Fixed a crash when using the 'set of clothes' item
Fix Britishisms in the JSON files.
Fix non-battery charge consumption of active items


## Performance:
Expand Down Expand Up @@ -1134,6 +1161,7 @@ Migrate ACT_PULP to the new activity actor system.
Migrate ACT_WAIT_STAMINA to an activity_actor
Migrate extended description (`x`->`e`) to imgui
[DEBUG] Modify hordes through overmap editor
Mod Compatibility: Only load files within "mod_interactions" if requisite mod is loaded


## Build:
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