Latest experimental features

The Close Quarters Battle CBM.

I swear to god I didn’t see that when looking through the bionics json. Thanks tho

You can now craft heating elements from copper wire.

Convenience ftw.

i have seen a grocery store with a shopping cart lot. Realy like how we get to see more differentiated architecture.

It would be sweet to see carts able to semi-stack if empty, but I feel like it would be a ton of work for insignificant gain.

I’m enjoying the new Sorcerer profession.
I’m trying to base my combat around that entirely.
Even manage to kill an asshole Spec-Op Zed
WITH FINGER LAZARZZAZAZAZZAZZZZZZZZZZZZZZ

Also is mycas in yet?

Has been, but I’m pretty unsure of the details. It doesn’t seem to be like any other mutation line. I like it.

A new(ish?) thing I’ve noticed is that survivor’s maps and the like aren’t consumed on use anymore. I’m not sure if that’s intentional though…?

An unrelated new thing I like is that perishable food items are colour-coded by ‘freshness’ now; that’s handy.

mycus is in, actually doing anything with it is rather… involved.

Having had to do this for a living for three years, I can confirm that it is a massive hassle for almost no gain at all.

I am greatly appreciating a bunch of the small stuff. it was integrated awhile ago, but the new fruit trees are really nice.

See http://smf.cataclysmdda.com/index.php?topic=7975.0 for mycus discussion.

Recently merged a monattack enhancement: i2amroy with the creativity. Now critters can have multiple special attacks without resorting to the “call other attacks” crap I had to pull with the tankbot and the chicken walker. (So feral hunters bite now, for starters, as do most other zeds.)

Kevin made dragging things make more sense, and fruit trees/shrubs now track their harvest date and re-fruit next year.

Piles of bugfixery, too.

[quote=“KA101, post:332, topic:5582”]Recently merged a monattack enhancement: i2amroy with the creativity. Now critters can have multiple special attacks without resorting to the “call other attacks” crap I had to pull with the tankbot and the chicken walker. (So feral hunters bite now, for starters, as do most other zeds.)

Kevin made dragging things make more sense, and fruit trees/shrubs now track their harvest date and re-fruit next year.

Piles of bugfixery, too.[/quote]
Just got bit by a zombie hunter, can confirm. What were the changes with dragging? I pushed a couple benches lockers and shopping carts around and found no difference, unless it was regarding speed while dragging?

Maybe dragging is more realistic regarding strength now?

I had 8 strength and pulled a locker without straining myself, so that might be it.[/quote]
Whoops, I was using the wrong version testing it again. With 8 strength I couldn’t even move it.

It adds the weight of the items in the furniture into the strength requirement, and I capped how heavy it could be before you just couldn’t budge it.

…Are the various ‘roguelike’ class professions supposed to have a point cost of 0?

Seems kinda…overpowered…

Ah, does it also go based off the required ingredients? So if it takes 3 planks to make a cupboard and those 3 planks weigh 20 pounds all together, will the cupboard weigh 20 pounds empty? I’m sure weight doesn’t work like that in Cata, but it was just an example.
My 8 strength character could not even budge an empty locker, this changes a lot. Usually I can run through houses with hordes behind me and feel safe using furniture to slow them down, but now that seems like less of an option.

[quote=“Sunflash, post:337, topic:5582”]…Are the various ‘roguelike’ class professions supposed to have a point cost of 0?

Seems kinda…overpowered…[/quote]
Very overpowered, Ranger and Rogue are so fun to play, and I think it’s better to play them RP style. Makes me think of Evil Dead 3, where he goes back in time, but reversed.
At least they’re mods, so you don’t need to play with them.

By items in the furniture I mean things like rifles in a locker.
Not sure why you can’t budge a locker anymore, if you can’t budge it now, it should have taken you a minute or more per step to move it previously.

[quote=“Kevin Granade, post:339, topic:5582”]By items in the furniture I mean things like rifles in a locker.
Not sure why you can’t budge a locker anymore, if you can’t budge it now, it should have taken you a minute or more per step to move it previously.[/quote]
Ah, I assumed that to be the case.