Release Candidate for 0.A

We ran out of release blockers, so here’s the release candidate for 0.A.
If we don’t find any show-stopping bugs by the weekend, this will be the release version.
http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Curses,Platform=Linux/972/
http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Linux/972/
http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Curses,Platform=Windows/972/
http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Windows/972/

Please report any major bugs you encounter.

reads this looks at my Japanese homework looks back at this

WHY KEVIN.

Great!

waiting for Mac build to test

good job on the massive amount of work on this release!

[quote=“AerialK7, post:2, topic:5214”]reads this looks at my Japanese homework looks back at this

WHY KEVIN.[/quote]
I feel your pain.

YESH!

Works well. Enjoying it. Became a special operative, took over a public works, raided the fridge, made a bayonette, suited up, left, went to a gas station and did the same again, I found a dog on the way to the gas station and while I slept it died in the acid rain :c went to a farm, took out a few zeds stole their clothes, leveled up tailoring and made a duffel bag. Now I’m hallucinating dinosaurs in an evac shelter I found.

Sweet. Anyone got a feature list?

[me=StopSignal]puts Bugbuster suit.[/me]

To search for some bugs.

[spoiler]

Here’s the changelog you slavedrivers. It’s a MONSTER.
0.A

Features:
View item on mouse hover in SDL.
Mouse move.
Basic LUA support.
Vehicles disintegrate into their constituent parts on impact.
Fuel tanks preserve their contents when removed/installed.
Vehicle construction and repair using duct tape.
More distinct mutation trees, including branch thresholds and post-threshold mutations.
Interact with monsters on stairs.
Guilt from killing monsters tapers off as you kill more of them.
Can track vehicles with a GPS module.
Allow filtering constructions by the ones you can do right now (can toggle).
Idling for vehicles, can effectively run as generators.
Minifridge that keeps food fresh longer.
Clothing pockets and hoods only activate when needed. (for warmth)
Inventory and crafting menus support listing items by category.
Expanded underwater combat.
Item spoilage rate varies based on temperature.
More info in list monsters menu.
Rechargeable battery pack mod for tools.
Gunmods are installed on rails now.
Better gender handling at character creation.
Expanded vehicle electrical system.
Can pick up or drop partial stacks.
Shove items out of the way when closing a door.
Radioactive items.
Mutation friendly clothing.
Remove prompt to resume task, of course you want to.
Vehicle facing indicator (option).
Fullscreen mode.
Show contents of grabbed vehicle (e.g. your shopping cart) in advanced inventory pane.
Fishing, find a pole!
Automatic view shifting when driving (option).
Zoom mode that dynamically resizes tiles (pretty slow when zoomed unfortunately).
Search known recipes by output, tool or component.

Infrastructure:
Overmap tiles moved to json.
Lots of warning cleanup.
More development of internal json library.
Mod manager.
Can define mapgen for tiles in json or LUA.
Traps moved to json.
Standalone json checker.
Refactored monsters and players to have a common parent class.
Retrieve items from inventory based on location instead of invlet.
Ammo types moved to json.
Blacklist and whitelist for including/excluding content.

Balance:
Sleep increases rate of fatigue recovery and healing over time.
Remove automatic matches and poketknife from player spawn.
Add skintight flag for underwear-type clothing to negate layering penalties.
First Aid and bandages take time to apply now.
Increased city size variability.
Turrets have finite ammo.
Reduce rate of damage for “real armor” as opposed to “clothes”.
Zombies spawn at last stand locations.
Burning ammo only throws shrapnel, no explosion.
Increased crafting distance to 6 to enable large workshops.
Progressive difficulty searching for lab notes.
Large-scale vehicle rebalances.
Improved code that determines what body part is hit by an attack.
Water purification methods use one charge per unit of water.
Buffed water resistant clothing.
Removed acid puddles from acid rain. (no more melting items).
Buffed most zombie HP.
Large nerf to solar panels.
Effectively remove cap to starting points option (set to 1,000).
More interesting gun misfire/jam mechanics, guns can take damage now.
Varied rate of projectile breakage with a flag, more differentiation between arrow types.

Content:
Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip razors.
Too many mutations to list, including mutagen types and recipes.
Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels.
Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new traits.
Mutation-themed dreams, cowbell, atomic batteries, dojo and contents,
vending machines and bank cards.
Dinocataclysm added as a mod at long last!
Lots more terrain and furniture is now bashable.
Several new houses and other buildings.
Variations of vehicle condition (damaged, blood-splattered, engine running, etc)
Creatures fling around appropriate fluids and chunks when gibbed.
Several content packs that allow enabling/disabling different categories of content.
Shoggoth.

Bugfixes:
Prevent artifact swords from sticking all the time.
Royal jelly and blood filter heal dermatik infections.
Make active items (ticking bombs, rotting food) work in vehicle storage.
Prevent teleportation and stairclimbing from erasing monsters.
Lots of UI tweaks.
Fix bug where items couldn’t be thrown over water.
Erase scentmap when we move between floors.
Handle adjacent overmaps better, including notes.
Lots of recipes moved fro auto-learn on skill thresholds to being learned from books.
Fixed vehicle rendering when dragging.
Can craft from items in vehicle storage.
Only count loudest vehicle engine for noise generation instead of adding them together.
Fix weird bug where being too strong made you bad at throwing things.
Fixed several related vehicle board/unboard bugs.
Player displayed in correct position when peeking.
Fixed lots of menu drawing glitches.
Height/width options make more sense, total instead of based on view width.
Limit indoor dimly lit areas to the same view distance as outside.
Fix bug where vehicles and windows projected light at dawn and dusk.
Targeting defaults to nearest enemy.
Toggling between enemies includes hostile NPCs.
Vehicle turrets no longer shoot player or their own vehicle.
Fixed issue where exploding items could destroy themselves and cause a segfault.
Check for errors when attempting to write files and take appropriate action.
Fixed some lab finale features.
Fixed vehicle workshops being usable as components in recipes.

Performance:
Many overmap generation performance improvements.
Stop updating scent if player hasn’t moved for a while, makes waiting and sleeping go much faster.
Optimized bitflag methods for very frequently used flags.
Heavy refactor of crafting menu for more speed.
Heavy optimization of scent diffusion.
Declare strings as const to avoid reallocating them all the time.
Lots of caching of vehicle parts.
Vision calculation speedups.
Refactored map loading to chunk up map data into tiny (1KB or so) files, so save/load is nearly instantaneous.

[/spoiler]

Could someone please put the link to 0.A on the wiki?

I’d just say that those packs of zombie dogs are quite unfair. But no bugs so far.

Will be branch of “0.A” created when it will be ready?

screenshot: http://puu.sh/7ccVZ.png

savefile: http://puu.sh/7cd9W.zip

This screenshot shows a toilet embedded inside the south wall of a bathroom, as was generated with the map. This might as well be the first problematic bug.

[quote=“bugsniper, post:14, topic:5214”]screenshot: http://puu.sh/7ccVZ.png

savefile: http://puu.sh/7cd9W.zip

This screenshot shows a toilet embedded inside the south wall of a bathroom, as was generated with the map. This might as well be the first problematic bug.[/quote]
Well, it is ugly, I agree. But not a release stopper. Would be awesome if somebody fixed it of course ;).

http://www.wiki.cataclysmdda.com/index.php?title=Download

Flaming ammo makes shrapnel an no explosions. ( quote)
Damn there goes exploding batteries with lighters to break into cbms and walls.

[quote=“MassiveEffectz, post:16, topic:5214”]Flaming ammo makes shrapnel an no explosions. ( quote)
Damn there goes exploding batteries with lighters to break into cbms and walls.[/quote]

Related: the several types of Rockets and 40mm grenades do not explode when tossed into fire, I guess those two could. Is a tag for “explodes_when_heated” possible before 0.A?

Also is this candidate release, is it stable enough for transferring saves to the full 0.a release? ( if im understanding correct this version is the version before the alpha.)
Also turrets still headshot through power amour. :frowning:

As I understand it a RC build is literally identical to the eventual release build unless an extremely bad bug shows up in it. That said saves should be compatible regardless.

you guys are awesome man, i showed the game to the guys in my engineering club today, the cars and guns is what got them after the initial zombies hehe god i love this game keep up the good work men