Victory condition: spoilersSomewhere in the rectangular region of the
overmap from (0'0, 0'0) to (0'179, 0'179), there's a central lab (accessible from a tile named
"access shaft" on z = -1) that has a red-colored "L" tile at its bottom z-level. Find the lab,
reach the bottom, then either sacrifice your own life or put in a mininuke.
(Currently WIP, but already functional) Electric grid system, without use of vehicles, but able to
connect to them. See Electric Grids page for more
info.
Lower height levels (z-levels) drawn.
Angled vehicles don't develop "holes" in their normally-impenetrable walls. This affects all
relevant game mechanics such as monster and player movement, line of sight calculation, light and
scent propagation, etc.
Reworked helicopters:
Every character/profession can use helicopters
It is possible to build helicopters, if you scavenge the blades from an existing one
Reduced helicopters fuel consumption to allow flying for ingame hours
Rotors no longer break from collisions
Atomic Helicopter exist
Ranged in general:
Burst fire reworked: all shots fired at same accuracy, with recoil-dependent penalty to all of
them. Penalty is of same magnitude as dispersion for most guns and can be 0 for lighter ones
Headshots downgraded to crits with 150% damage (from >200%), grazing shots upgraded to 50% (was
0%-25%)
Some shotgun ammunition provides cone-shaped aoe attack
Bows and crossbows:
Stats buffed (crossbows much more than bows)
Crossbows easier to craft
Removed special cases dependent on target hp
Buffed drugs roughly back to their pre-nerf stats
Except meth, this one provides a long term (12h), weak (5 speed, 1 per) buff and prevents
sleepiness
Morale boosts from drugs last as long as drug effects themselves
Grabs:
Grab and pain penalties stack less
Physically damaging a grabbing enemy will often break the grab (100% chance for hits taking at
least 10% of max hp)
Grabs don't affect blocking and affect dodging much less
Grab attacks are faster and followed up by a free regular attack on hit
AoE attacks (from axes, spears and lajatangs) lose their requirements
Winded condition removed
Explosives rebalanced: lower ranges, blast damage rounded to 100%/50%/0%, shrapnel hits exactly
once for damage not dependent on distance
"Rule Of Cool explosions" debug setting: explosions damage only terrain and creatures in their
line of sight, so hiding behind a corner actually works now
Explosives, wheels and bullets no longer damage items. Strong enough explosions can still destroy
them, and all 3 will pulp corpses that can revive.
Fires stack less, makes flamethrowers less damaging to player character
Mutations:
Trait costs rebalanced to reflect their actual impact better
Combat mutations (armor, claws) improved
Some "free points" traits removed from character generation (heavy sleeper, bad liar etc.)
Undirected mutations happen in bulk, their number based on time since last mutation.
Mutations tend towards "somewhat better than at start" point-wise, to compensate for the fact
that most bad mutations are more bad than most good mutations are good
Mutant toxins redesigned: will cause mutations once accumulated high enough, but cause no
penalties
CBM installation is now guaranteed, but after that failure effects may still appear. So even
failed operation gives bionic to player in workable condition. CBM uninstallation still can fail
completely. Autodoc can't instantly kill the player due to operation failure - instead of doing
fatal damage player will be infected. Damage to player body during operation failures is now
affected by bionic installation difficulty.
Turrets return fire against silent attackers, but not against attackers outside range. Also the
code respects turrets' stats and skills better now.
Surgery trains first aid, scaling with target size and number of possible bionics.
Food:
Remove obesity mechanics and most of stomach mechanics
Reworked food temerature mechanics. Removed "mushy" mechanics. Rot still affected by temperature.
Note that freezers still work as intended and prevent rot, and fire makes you warm.
Ground vehicle z-level transitions and z+1 bridges. Ramps can be enabled through "Z-levels" world
setting, new bridge generation - through "Elevated bridges" mod.
Graphical overmap drawn with SDL using sprites.
Improved autodrive.
Various under-the-hood improvements, such as refactors and optimizations.