# Release Candidate for 0.A

**URL:** https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214
**Category:** Announcements
**Created:** [February 26, 2014, 5:35am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214 "2014-02-26T05:35:30Z")
**Posts on this page:** 20
**Page:** 1

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [February 26, 2014, 5:35am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/1 "2014-02-26T05:35:30Z")

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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=Curses,Platform=Linux/972/)  
[http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Tiles,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=Curses,Platform=Windows/972/)  
[http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Windows/972/](http://ci.narc.ro/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Windows/972/)

Please report any major bugs you encounter.

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### Author: ![AerialK7](https://avatars.discourse-cdn.com/v4/letter/a/dec6dc/32.png) [@AerialK7](https://discourse.cataclysmdda.org/u/AerialK7)
#### Post date: [February 26, 2014, 6:42am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/2 "2014-02-26T06:42:44Z")

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_reads this_ _looks at my Japanese homework_ _looks back at this_  
…  
WHY KEVIN.

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### Author: ![Zireael](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zireael/32/956_2.png) [@Zireael](https://discourse.cataclysmdda.org/u/Zireael)
#### Post date: [February 26, 2014, 7:42am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/3 "2014-02-26T07:42:57Z")

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Great!

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### Author: ![nikola](https://avatars.discourse-cdn.com/v4/letter/n/a88e57/32.png) [@nikola](https://discourse.cataclysmdda.org/u/nikola)
#### Post date: [February 26, 2014, 12:52pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/4 "2014-02-26T12:52:35Z")

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waiting for Mac build to test

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

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### Author: ![Drakasin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/drakasin/32/850_2.png) [@Drakasin](https://discourse.cataclysmdda.org/u/Drakasin)
#### Post date: [February 26, 2014, 1:39pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/5 "2014-02-26T13:39:07Z")

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[quote=“AerialK7, post:2, topic:5214”]_reads this_ _looks at my Japanese homework_ _looks back at this_  
…  
WHY KEVIN.[/quote]  
I feel your pain.

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### Author: ![Barzillai](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/barzillai/32/84_2.png) [@Barzillai](https://discourse.cataclysmdda.org/u/Barzillai)
#### Post date: [February 26, 2014, 5:17pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/6 "2014-02-26T17:17:15Z")

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YESH!

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### Author: ![Krutches](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/krutches/32/1028_2.png) [@Krutches](https://discourse.cataclysmdda.org/u/Krutches)
#### Post date: [February 26, 2014, 9:30pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/7 "2014-02-26T21:30:27Z")

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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.

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### Author: ![Bonevomit](https://avatars.discourse-cdn.com/v4/letter/b/e9c0ed/32.png) [@Bonevomit](https://discourse.cataclysmdda.org/u/Bonevomit)
#### Post date: [February 26, 2014, 10:47pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/8 "2014-02-26T22:47:01Z")

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Sweet. Anyone got a feature list?

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### Author: ![StopSignal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/stopsignal/32/1923_2.png) [@StopSignal](https://discourse.cataclysmdda.org/u/StopSignal)
#### Post date: [February 26, 2014, 10:55pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/9 "2014-02-26T22:55:20Z")

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

To search for some bugs.

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### Author: ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)
#### Post date: [February 27, 2014, 12:40am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/10 "2014-02-27T00:40:56Z")

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> [@Bonevomit](#):
>
> Sweet. Anyone got a feature list?

[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]

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### Author: ![HunterAlpha1](https://avatars.discourse-cdn.com/v4/letter/h/6f9a4e/32.png) [@HunterAlpha1](https://discourse.cataclysmdda.org/u/HunterAlpha1)
#### Post date: [February 27, 2014, 12:53am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/11 "2014-02-27T00:53:24Z")

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

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### Author: ![StopSignal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/stopsignal/32/1923_2.png) [@StopSignal](https://discourse.cataclysmdda.org/u/StopSignal)
#### Post date: [February 27, 2014, 1:10am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/12 "2014-02-27T01:10:22Z")

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

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### Author: ![LazyCat-rus](https://avatars.discourse-cdn.com/v4/letter/l/258eb7/32.png) [@LazyCat-rus](https://discourse.cataclysmdda.org/u/LazyCat-rus)
#### Post date: [February 27, 2014, 7:47am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/13 "2014-02-27T07:47:12Z")

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

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### Author: ![bugsniper](https://avatars.discourse-cdn.com/v4/letter/b/e95f7d/32.png) [@bugsniper](https://discourse.cataclysmdda.org/u/bugsniper)
#### Post date: [February 27, 2014, 9:27am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/14 "2014-02-27T09:27:36Z")

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screenshot: [http://puu.sh/7ccVZ.png](http://puu.sh/7ccVZ.png)

savefile: [http://puu.sh/7cd9W.zip](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.

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### Author: ![Soyweiser](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/soyweiser/32/37_2.png) [@Soyweiser](https://discourse.cataclysmdda.org/u/Soyweiser)
#### Post date: [February 27, 2014, 11:08am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/15 "2014-02-27T11:08:41Z")

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

savefile: [http://puu.sh/7cd9W.zip](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 ;).

> [@HunterAlpha1](#):
>
> Could someone please put the link to 0.A on the wiki?

[http://www.wiki.cataclysmdda.com/index.php?title=Download](http://www.wiki.cataclysmdda.com/index.php?title=Download)

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### Author: ![MassiveEffectz](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/massiveeffectz/32/33_2.png) [@MassiveEffectz](https://discourse.cataclysmdda.org/u/MassiveEffectz)
#### Post date: [February 27, 2014, 5:15pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/16 "2014-02-27T17:15:50Z")

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

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### Author: ![John\_Candlebury](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/john_candlebury/32/6437_2.png) [@John\_Candlebury](https://discourse.cataclysmdda.org/u/John_Candlebury)
#### Post date: [February 27, 2014, 6:25pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/17 "2014-02-27T18:25:42Z")

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[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?

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### Author: ![MassiveEffectz](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/massiveeffectz/32/33_2.png) [@MassiveEffectz](https://discourse.cataclysmdda.org/u/MassiveEffectz)
#### Post date: [February 27, 2014, 10:14pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/18 "2014-02-27T22:14:56Z")

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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. ☹

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### Author: ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)
#### Post date: [February 27, 2014, 11:32pm UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/19 "2014-02-27T23:32:54Z")

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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.

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### Author: ![pulsefrequency](https://avatars.discourse-cdn.com/v4/letter/p/97f17d/32.png) [@pulsefrequency](https://discourse.cataclysmdda.org/u/pulsefrequency)
#### Post date: [February 28, 2014, 1:52am UTC](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214/20 "2014-02-28T01:52:57Z")

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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

[Next page](https://discourse.cataclysmdda.org/t/release-candidate-for-0-a/5214.md?page=2)
