Cataclysm: Dark Days Ahead version 0.7 Lindqvist released

[quote=“darth_servo, post:80, topic:2247”][quote=“SKiPPY, post:79, topic:2247”]Is anybody else noticing a large increase in the number of dead soldiers/scientists/gang members with the new update?

I’ve counted five so far within a 20 map tile square.
Usually theres maybe 1 or 2. Maybe I’m just lucky :)[/quote]

I think it’s just RNG playing tricks on you. I started with a pile of dead soldiers outside of my shelter, and haven’t seen any others or scientists since.[/quote]

See, that’s what I thought too; “I’m not going to see another one of these for awhile now.” I’ve passed at least five pile now though and I’m starting to think something may have changed.

[quote=“Kevin Granade, post:1, topic:2247”][spoiler]
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: http://ci.narc.ro/job/Cataclysm-Win32-SDL/149/artifact/cataclysmdda-0.7.zip
Windows GDI: http://ci.narc.ro/job/Cataclysm-Win32/160/artifact/cataclysmdda-0.7.zip
Linux curses: http://ci.narc.ro/job/Cataclysm-Lin32/120/artifact/cataclysmdda-0.7.tar.gz
Linus SDL: http://ci.narc.ro/job/Cataclysm-Lin32-SDL/114/artifact/cataclysmdda-0.7.tar.gz
Mac: http://ci.narc.ro/job/Cataclysm-Mac32/57/artifact/cataclysmdda-0.7.tar.gz
Official release page on github: https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/0.7
Repository: https://github.com/CleverRaven/Cataclysm-DDA

Changelog:

Features:

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.
Towels.
Fuzzy time display, and precise time with wristwatch item.

Bugfixes:

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.[/spoiler][/quote]

I was slightly skeptical of the kickstarter but goddamn this is bloody glorious. Well done, chaps. Keep it up.
Must have missed the rapture while I was asleep.

[quote=“Iosyn, post:82, topic:2247”]I was slightly skeptical of the kickstarter but goddamn this is bloody glorious. Well done, chaps. Keep it up.
Must have missed the rapture while I was asleep.[/quote]

The funny thing here is this is the BAD release, with the possible exception of attracting more developers or making existing developers more excited with the kickstarter, this release has strictly less stuff in it than it would have if we hadn’t done the KickStarter, because the entire process consumed a massive amount of core developer time that would have instead gone into development.

It’s somewhat the next release, and more importantly the ones after that where I expect to see the benefit of the kickstarter happening, as GalenEvil digs in and implements those super big features and does cleanup. The nice thing is, if we get a virtuous cycle of more features -> more users -> more developers -> more features, then the KickStarter features could end up bootstraping the game to be better is ways completely unrelated to the KickStarter features.

Is that this link, http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-current.zip
or this one? http://ci.narc.ro/job/Cataclysm-Win32-SDL/lastSuccessfulBuild/artifact/cataclysmdda-0.7.1.zip

The first is the latest stable release, and the second is the latest experimental release. I’d be a bit surprised if either one was broken.

You can also get the stable release from:
https://github.com/CleverRaven/Cataclysm-DDA/releases, this page should have a list of every release moving foward in addition to the official one on the website.
… should have them, I seem to have forgotten to upload the binaries >_<

it feels alittle laggy to me, is it my system or the game?

[quote=“Kevin Granade, post:84, topic:2247”]Is that this link, http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-current.zip
or this one? http://ci.narc.ro/job/Cataclysm-Win32-SDL/lastSuccessfulBuild/artifact/cataclysmdda-0.7.1.zip

The first is the latest stable release, and the second is the latest experimental release. I’d be a bit surprised if either one was broken.

You can also get the stable release from:
https://github.com/CleverRaven/Cataclysm-DDA/releases, this page should have a list of every release moving foward in addition to the official one on the website.
… should have them, I seem to have forgotten to upload the binaries >_<[/quote]

Yes the unstable release won’t work after I create a character It will give me a error about the application wanting to terminate the runtime enviorment.

Weird, I’m playing latest experimental with no problems.

I figured out what happened its those glitchy NPC’s or the fact I hit play now.

Play now works fine. Try disabling NPCs

I’m a noob at installing things on a mac, how do I install cataclysm for the mac and what do I do with the .tar file it extracts.

I have noticed a problem with the Mac version too. The experimental version is apparently a .4 KB download. As opposed to the stable which links to version .6, a 500+ mb download. I could just have missed something, but that seems to be an issue, especially since the resulting .tar file is unable to be extracted by anything.

Try re-downloading the experimental.

Also, the stable is 5 MB, not 500.

What’s the next version going to be called? May I suggest “Lovecraft”?

Or “Lovecraftian days ahead”

hobos and hoes
it even rhymes

You’re right, my bad on the stable file size. Have tried re-downloading, including on a different machine. I guess I’m just doing something horribly wrong when I click on the link.

There is a bug (atleast when I downloaded) where the top of the window (in windows) says 0.6 still, even though it is really version 7.1 (which it says under the Title on the opening screen). Can you confirm that you are looking at the center of the screen, and not the title of the window?

Question!
My friend downloaded latest build, watching him play via Live Stream, and it’s all tile based with ? everywhere.
How do we get back to ASCII? We tried turning Tiles to False and resetting game, didn’t work.

Turning tiles to false, making sure it saved, and then quitting and restarting the application should have fixed it. It functions like changing the viewport width and height values.