Cataclysm: Dark Days Ahead version 0.7 Lindqvist released

The Lindqvist release is dominated by substantial support for i18n. Large swaths of the text strings are gettext annotated and ready for translation. Also this release brings unicode support for text messages, though unicode map rendering is still in progress. Other major new features include a plethora of new advanced bionics, an item autopickup feature, and moddable item spawn lists. See the changelog for the other awesome new features and bugfixes.

Windows SDL:
Windows GDI:
Linux curses:
Linus SDL:
Official release page on github:



Use ncursesw and gettext for i18n support and expanded character palette.
Configurable Autopickup feature.
Configurable item spawning lists, now with more configurable spawn frequencies.
Probability Travel Bionic (walk through walls!)
Railgun Bionic (throw metal items at the speed of electricity!)
Flashbang bionic.
Shockwave Generator bionic.
Chain Lightning bionic.
Artificial Night bionic.
Streamlined lumberjacking tasks.
Splints are now craftable and (slowly!) heal broken limbs.
Recover CBMs from butchered player corpses
Small game arrow.
Spoiled (rotten) items will now be removed from the map after twice the time it takes to spoil.
Lit torches set enemies on fire.
Toggled Metabolic Interchange bionic, active power sources.
Changed Optimist to be more thematic and balanced.
Morale effects have more flexible durations.
Extensively reworked fire handling, e.g. campfires should last a more reasonable duration.
Preserve martial art style selection across wielding/unwielding weapons.
Simulate alt+number input for SDL version.
Quicksave command.
Added basic sludge crawler monster
More crafting recipes.
Stash knives in your boots.
Folding bicycle you can stash in a trunk.
New improvised guns.
More survival-ish foods.
Added some more heavy pistols and ammunition.
New Improvised lockpick!
Floatation Vest.
Added wine and a new shirt.
Fuzzy time display, and precise time with wristwatch item.


Multiple gates near one handle work correctly.
Made wild Jabberwocks much more rare.
Fix turrets shuffing around when off map.
Prevent gibbing from low-damage sources.
House generation fixes.
Allow deconstruction of refrigerators.
More consistent road placement.
Make mongroups die propperly, even if the queen dies at a distance
Monsters killed by wide attacks drop corpses/loot
Fix solar panel power production on vehicles.
Cleanup tire changing activity.
Fix stunlock caused by counterattacks.
Keep Jabberwocks from spawning in classic mode.
Fix turret drops.
Extensive text handling fixes.
Menu beautification.
Allow saving while in a vehicle.
Fix div0 on bad option setting.

yay lots of juicy new updates!


Ahh! I want to get off work early today. Curse you devs for releasing the new version so early in the morning, on a Wendsday. It should come out on a Friday, just as the regular workday is closing.

@Otaku: But then it would be harder to show off for the kickstarter! :stuck_out_tongue:

I’ll make sure to post first-time concerns, if any, after punching in both SDI and GDI this evening (it’s GMT +1 over here).
Thx Kevin, really looks awesome.

This is excellent news!

I tried Defense mode, but all i get after map generation message is a persistent black screens. Any advice?

EDIT : after pushing random keys something happened and i could start the game :slight_smile:

Throws up rainbows

I know a few days ago someone mentioned something about a fix for bears spawning inside of houses. Did that fix make it into .7? Also, thanks for all the hard work in getting this out devs!

Crashes when examining vehicles. Both windows versions. This problem doesn’t exist in the 0.6.

Liking this:
CataDDA_0.4 || 3,721 KB
CataDDA_0.5 || 4,396 KB
CataDDA_0.6 || 5,441 KB
CataDDA_0.7 || 6,519 KB

I think the final beta will be around 10 megz net weight. How you manage to add approx. 1100 KB every time is a mystery. :smiley:

Game did shut down after i tried to examine a car (that was wide one). I’m using windows SDL build. Car in front looked smth like |==^==|

Yes the fix for that made it in, there should be no more bears spawning in buildings. (or if they do it’s really rare, like some buildings might have areas designated as outside, so they will still spawn there.)

We’ll see about a fix for the windows crash ASAP and do a point release for it.

Thanks again for this update guys ! You roxx!!!
But i have a little question, how to work with “Configurable item spawning lists”? i didn’t found any option concerning this

I see we have broken from the Loa naming convention already.

I was settled on Apocalyptic Authors, I’m not at all sure where the Loa thing even came from. I was under the impression that Brigette was the name of an author, I guess things got scrambled during the previous releases since we keep picking them at the last minute.

Item spawn lists are defined in data/raw/item_groups.json

Is there a way to transfer a save from .6 to .7?

How would you and why would you put a lawnmower in a cupboard…

Same method and reason as putting one in a fridge.