Cataclysm: Dark Days Ahead version 0.8 Romero released

In honor of improved graphics (tile support) and the ability to generate a game with huge cities full of egregious numbers of zombies, Cataclysm: Dark Days Ahead version 0.8 is titled “Romero”. This release also comes with complete or near-complete Russian and Chinese translations, a player memorial file, save compatibility moving forward, and probably the most frequently requested feature of the game, shopping carts.

The release is available from the usual locations:
Windows SDL: http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-v0.8.zip
Windows GDI: http://assets.cataclysmdda.com/downloads/windows_binaries/cddacurses-v0.8.zip
Linux SDL: http://assets.cataclysmdda.com/downloads/linux_binaries/cddasdl-v0.8.tar.gz
Linux GDI: http://assets.cataclysmdda.com/downloads/linux_binaries/cddacurses-v0.8.tar.gz
Mac curses: http://assets.cataclysmdda.com/downloads/mac_binaries/cdda-v0.8.tar.gz
Mac SDL: http://assets.cataclysmdda.com/downloads/mac_binaries/cddasdl-v0.8.tar.gz
Official release page on github: https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/0.8
Repository: https://github.com/CleverRaven/Cataclysm-DDA

See the full changelog for other features:
Highlights:

Releasing with Russian, Chinese, and bla translations.
Draggable vhicles, e.g. shopping carts.
Memorial file listing player history.
Tiles!
Basic farming support.
Support for save backwards compatability.
Option to adjust city size, make a whole map metropolis!
Option to adjust monster density, walls of zombies!

Features:

Intelligence dependent skill rust option.
Uncanny Dodge CBM
Weight management rework, weight now in grams.
If the player is overloaded, the strain causes pain.
Display option for metric vs imperial vehicle speed.
Beanbag rounds for shotguns and grenade launchers.
Added headlights that can be aimed at installation time.
Active bionics.
Throw single items from stacks instead of whole stack.
Updated many menus to updated menu system that provides acrolling, filtering and more unified hotkeys.
Crafting overhaul, crafting no longer trains combat skills and vice versa.
Reworked rain protection, items now have waterproof flags.
Crafting recipes you can actually perform bubble to the top of the list.
New laser weapons.
Pneumatic weapons.
Narrow sidebar option.
Support unicode character names.
Aim-related gunmods.
Automatically adjust aim path if the default path is blocked by something.
Play Now game start for one-click game initiation.
Rework encumbrance to remove nonsensical negative encumbrance.
Loosen strictness of encumbrance in general.
Heated melee weapons.
Plastic item crafting.
Option overhaul with new tabbed menu.
Swimming now makes you wet.
Wetness can be a good thing when it’s hot and you’re properly attired.
Wetness effects asjusted by some mutations.
Portable Game system now usable, has playable games snake, sokoban, and robotfindskitten.
Vehicle components, vehicles, mutations and traits are moddable in json.
fruit bushes spawn in groups.
Significant rebalance of fire, emits less smoke, and small fires should burn longer.
Basic farming support.
Welding rig vehicle component.
When in a square with clothes and bedding, sleeping players will use them for warmth.
Corpse-filled pits cause less or no damage.
Adrenaline shot item.
Nerfed Adrenaline rush effect, no more bullettime.
Small vehicles are draggable and pushable. Added shopping carts.
Funnel now directs rain into container in the same square during rain.
Mutation dreams.
Siphon water out of vehicles with water tanks.
Ice labs.
Vehicle collisions based on SCIENCE!
Streamlined selecting same ammo over and over again.
Blacksmithing.
Pickling and other food preservation techniques.
Re-enabled mouth encumbrance.
Caseless ammunition and guns.
New heavy weapons.
More features spawning in houses.
Significantly reduced map save size.
Lots of professions.
Many many items and crafting recipes.
Energy weapon special effects.
Scrollbars in many list menus.
Vehicles can spawn smashed into each other.

Bugfixes:

Mouse cursor hiding.
Terminal text display fixes.
Very significant performance improvements.
Removed input delay.
Allow exiting from long-term activities like wait.
All titlebars should use the correct version number.
Remove busywaitin WinGDI build. (caused 100% CPU usage)
No more “nothing” map tiles.
Hand out letters to bionics so more than a few are usable.
Monsters no longer attack themselves.
Fatal hunger/thirst/fatigue detected correctly.
Major monster handling performance improvements to make 50x zombies work.
Nerfed smoke inhalation.
Major performance increase in mapgen to make huge cities generate before the heat death of the universe.
Rain and acid rain doesn’t bother you when underwater.
Batched raycasting optimization.
Fixed old inventory letter overlapping bug.
Use shadowcasting algorithm for fast and accurate fov calculation.
Vehicles no longer spawn floating above water.
Loaded ammo, such as nails in a nailgun can be used for crafting.
Light from items more consistent.

Blacksmithing?That. Is. Awesome. I’m gonna forge myself a katana!

THERE IS AN OTAKU PROFESSION.

Whoever put that in there… you are my hero.

Thank you!

One kind of major issue… the npc graphic is very odd, what is it supposed to be?

Alright, let’s see if I can get them farming to work. Couldn’t figure it out in the experimental, if it was already in, that is…

Just 'e’xamine a dirt mound and you should be able to plant seeds. Right now I think it just takes the first seed it finds in the inventory, but eventually you should be able to choose.

I think the NPC graphic is currently what is meant to be the poppy flower graphic

“Vehicle collisions based on SCIENCE!”

Oh oh… we are all going to die. Can someone explain this?

Just 'e’xamine a dirt mound and you should be able to plant seeds. Right now I think it just takes the first seed it finds in the inventory, but eventually you should be able to choose.[/quote]

I see, but do I have a way of creating mounds of dirt by myself?

Shovel?

Hoe.

[quote=“GlyphGryph, post:11, topic:3053”]Hoe.[/quote]bitch!

Yay, and with so many new features too! Brilliant job, guys!

oh haha, I guess that hasn’t been fixed in Deon’s tileset yet :stuck_out_tongue: I think that Deon’s is the default tileset now, with SirHoder’s tileset as a secondary with pre-added but commented out path information.

The linux links (GDI + SDL) are giving me a 404 error (including the one on the homepage), just thought I’d mention it, I’ll compile it from source.

Cool!

Can I get my foot in the door right at the outset and request a removal of queries option for 0.9’s milestones? No more butcher queries…

[quote=“Cinghiale, post:16, topic:3053”]Cool!

Can I get my foot in the door right at the outset and request a removal of queries option for 0.9’s milestones? No more butcher queries…[/quote]
A more likely thing is that butchering will begin to take long enough that you will want a query option for it. :stuck_out_tongue:

[quote=“i2amroy, post:17, topic:3053”][quote=“Cinghiale, post:16, topic:3053”]Cool!

Can I get my foot in the door right at the outset and request a removal of queries option for 0.9’s milestones? No more butcher queries…[/quote]
A more likely thing is that butchering will begin to take long enough that you will want a query option for it. :P[/quote]

I hope they don’t make it too time consuming, the daylight is short as it is!

Thanks, copy/paste error, fixed now.

This looks fantastic! I’m sure the megacities will adequately show me why I won’t survive this sort of thing in real life.
Guess I’ll be having a late one tonight.