[ul][li]Normal distribution ranged accuracy math - compared to current master, it makes sniping requirements much more sane and prevents reaching insane levels of accuracy[/li]
[li]Getting hit in a mending limb for 0 damage won’t reset the mending process[/li]
[li]Allows using jacks stored in non-adjacent vehicle trunks[/li]
[li]Includes BrettDong’s “NO_CBM_PAINKILLERS” mod - https://github.com/CleverRaven/Cataclysm-DDA/pull/21430[/li]
[li]Buff UPS charger (drop the 10x cost multiplier to 2x), allow setting multiplier in json[/li]
[li]Add stripped-down version of tungn’s No Silly Items mod. Unlike the full version, it doesn’t blacklist any guns, as most of those are covered by No Fictional Weapons mod[/li][/ul]
Finally, the mod everyone wants with all the sane changes. Are you going to expand this for other things that are labeled HARAM by El Grande Enchilada in the future?
My man Coolthulu, Cataclysm : Cool Days Ahead fork when?
Thanks for all the hard work you’ve been doing in all these years, I still don’t understand how you haven’t quit after all this negative backlash when you’re actually trying to fix the damn game so it actually works instead of limping around but we’re all glad you haven’t! We believe in you!
At the moment just common sense quality of life stuff and making sure that experimental changes aren’t forced before they’re ready.
If you have any other cases where “working as intended” is not good enough, I can include those.
I’d like to add more player info displays: current painkiller value, radiation, hunger, thirst etc. - stuff that a good player can figure out already, but a new player will struggle with. Some of those might be halal in master branch, if I avoided displaying the exact numbers.
Later on I’m thinking map memory. One incredibly useful feature in any loot-heavy game that DDA lacks.
Now, map memory as an idea by itself isn’t controversial, but my implementation would most likely be - I’d like to make it truly useful, by allowing searching the memorized items and not obscuring anything.
[quote=“Coolthulhu, post:8, topic:14023”]Yesterday’s one or earlier?
Crash as in turn off or lock up? There was a bug that caused lockup, but it should be fixed in the most recent build here.[/quote]
Seems like I downloaded a version before the lockup was fixed.
I re-downloaded right now and the game runs without problems.
Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?
Secondly, will this have any issues if i install it on an existing save?
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren’t realistic and they certainly aren’t fun, so why are they enforced?
[quote=“Wyzack, post:15, topic:14023”]Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?
Secondly, will this have any issues if i install it on an existing save?
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren’t realistic and they certainly aren’t fun, so why are they enforced?[/quote]
Yes
No
He wants the implementation to be done his way and considers that more important than what players want.
Has he given any reasoning as to why? I am not looking to stir up drama that has since settled or anything but as-is most guns are pseudo melee weapons until you get your skill to outrageous levels, like 13-14. It is nonsensical and not fun
Because it’s not a balance change, its a set of changes that overhauled (and broke) a lot of ranged code internally that happened to also be bundled with a lot of balance changes. Since it was implemented and merged without the balance tests I requested, it was not feasible to revert the breakage without also reverting the balance changes. Im currently working on adding the balance tests, and that will serve as a way to keep ranged balance from regressing in the future.