Latest experimental features

Lotsa bugfixes tonight.

[size=18pt]§[/size]

BevapDin Fixing!
Xe is uninjured
Sorting through the tracker,
smashing bugs like nothing,
filing all the PRs,
actual developer BevapDin.

[quote=“KA101, post:441, topic:5582”]Lotsa bugfixes tonight.

[size=18pt]§[/size]

BevapDin Fixing!
Xe is uninjured
Sorting through the tracker,
smashing bugs like nothing,
filing all the PRs,
actual developer BevapDin.[/quote]

But wait it’s not done! (segfault surprise)
There’s a bug in your code, and sleep in your eyes.
But you can drink some coffee
Keyboardslam segfaulting cataDD code

You have a handsome set of feline whiskers around your mouth.

´Someone changed the descriptive text … i consider this a feature.

[quote=“Valpo, post:443, topic:5582”]You have a handsome set of feline whiskers around your mouth.

´Someone changed the descriptive text … i consider this a feature.[/quote]

Are these whiskers of any use by the way?

Well i guess they increase your dodge chance… but who cares? THEY LOOK HANDSOME!

So I noticed that professions now have traits that go with them. What does the ‘MD’ trait from the medical resident profession do?

Planned: legit login to hospital computers (requires an overhaul of DDA’s computer-handling though, so waiting until after the stable lands before I break everything), possibly warning of potential drug OD, likely NPC/pet healing at some point.

Currently, you have a basic knowledge of OR procedures. You’re not significantly more likely to succeed at bionic installs, but much less likely to take significant failures, and immune to Faulty Installs because you know the bionic does not go up your nose or in your mouth.

Yup, you now need tools to read things like the air temperature, sort of like how a watch is needed to read time. At the moment, the power helmets do this and the weather reading CBM does this.

And if you really just need to know, you can debug-wish yourself a “pocket meteorologist” that reads it all for you.

A new CBM? Awwwwwwwwwww yiss.

You guys are amazing, thank you for your work on this!

It reads the weather, don’t get too excited ;p

Don’t care, still cool. Lets me reinforce my role as the god of fungus, vehicles, and bionics.

Cigarette smoke looks less intrusive again, yay! I like it changing the colour of everything to gray rather than obscuring it entirely.

I don’t remember there being linoleum as an option for floors, not until I poured some bad water out in a bathroom. (thought it was my rainwater bottle).

It reads the weather, don't get too excited ;p

So a Widget in lamers’ terms, only body-inserted via peculiar means? :stuck_out_tongue:

Damn Windoze…

Tankbot and Chicken Walker balances! :smiley:

[quote=“jokermatt999, post:455, topic:5582”]https://github.com/CleverRaven/Cataclysm-DDA/commit/efef827224faaeae966996c90d82ba45537135bd

Tankbot and Chicken Walker balances! :D[/quote]

120mm and 40mm turrets got some attention but most of it was the MULTI_ROBOT monattack. The chickenbot was a documentation update.

And there’s no need for further comment. Thank you.

I took a little while to try the next experimental version, so I haven’t played the latest, but over several versions now I have noticed a very peculiar happening: when it’s dark and you’re unable to see any zombies, you have the names visible to you on the radar. This has proved vital to avoiding zombies in the dead of night to make looting actually safe, but I can’t help but wonder how in the blazes this even is supposed to work. My character of choice DOES have night vision perk, but I wouldn’t think she would be able to see the enemies unless they’re up close.

One particular feature I really liked was a few versions ago, when you moved in darkness and couldn’t see there would be those orange footsteps of enemies walking around and of noises being made. I thought that was fantastic and actually made it so I could ‘hear’ instead of just getting announcements that something went “CRASH” in this vague direction. I really liked that. It felt like I was actually hearing. But the for the last several versions it’s gone away.

Is that something that will ever come back? And how about the aforementioned thing about seeing in the dark? Is that intentional? Or is that something about the night vision perk that wasn’t specified?

Should have been fixed two days ago. If not, post in the Garage, please.

GIVES US THE PRECIOUS

[quote=“Wally-kun, post:457, topic:5582”]I took a little while to try the next experimental version, so I haven’t played the latest, but over several versions now I have noticed a very peculiar happening: when it’s dark and you’re unable to see any zombies, you have the names visible to you on the radar. This has proved vital to avoiding zombies in the dead of night to make looting actually safe, but I can’t help but wonder how in the blazes this even is supposed to work. My character of choice DOES have night vision perk, but I wouldn’t think she would be able to see the enemies unless they’re up close.

One particular feature I really liked was a few versions ago, when you moved in darkness and couldn’t see there would be those orange footsteps of enemies walking around and of noises being made. I thought that was fantastic and actually made it so I could ‘hear’ instead of just getting announcements that something went “CRASH” in this vague direction. I really liked that. It felt like I was actually hearing. But the for the last several versions it’s gone away.

Is that something that will ever come back? And how about the aforementioned thing about seeing in the dark? Is that intentional? Or is that something about the night vision perk that wasn’t specified?[/quote]

I would have thought the type of zombie showing up on the radar would just be an example of your character hearing the sound the zombies make when the move around, and reasoning that each zombie has a unique-ish sound