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Last updated on: 2024-11-09 14:17 [UTC]

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org.cataclysmdda.CataclysmDDA - 0.F-3-9 ⚙ amd64 ⚙ arm64 ⚙ armel ⚙ armhf ⚙ i386 ⚙ mips64el ⚙ mipsel ⚙ ppc64el ⚙ s390x

Icon
---
Type: desktop-application
ID: org.cataclysmdda.CataclysmDDA
Package: cataclysm-dda-sdl
Name:
  C: 'Cataclysm: Dark Days Ahead'
Summary:
  C: A turn-based survival game set in a post-apocalyptic world
Description:
  C: >-
    <p>
          Struggle to survive in a harsh, persistent, procedurally
          generated world. Scavenge the remnants of a dead civilization
          for food, equipment, or, if you are lucky, a vehicle with a full
          tank of gas to get you the hell out of Dodge. Fight to defeat or
          escape from a wide variety of powerful monstrosities, from
          zombies to giant insects to killer robots and things far
          stranger and deadlier, and against the others like yourself,
          that want what you have...
        </p>
    <p>
          As your game begins, you awaken with hazy memories of violence
          and terror from when the world suddenly unraveled around
          you. Now you need to explore your surroundings, and secure food,
          water and safety. After that, who knows? Long term survival will
          mean tapping abilities you haven’t used before, learning to
          survive in this new environment and developing new skills.
        </p>
ProjectLicense: CC-BY-SA-3.0
Categories:
- Game
- RolePlaying
Keywords:
  C:
  - zombie
  - survival
  - game
  - tiles
  - dda
  - cdda
Url:
  homepage: https://www.cataclysmdda.org
  bugtracker: https://github.com/CleverRaven/Cataclysm-DDA/issues
  translate: https://www.transifex.com/cataclysm-dda-translators/cataclysm-dda/
Icon:
  cached:
  - name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
    width: 48
    height: 48
  - name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
    width: 64
    height: 64
  - name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
    width: 128
    height: 128
  remote:
  - url: org/cataclysmdda/CataclysmDDA/2248b15ff925bbd1511371c555534b9d/icons/128x128/cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
    width: 128
    height: 128
  stock: org.cataclysmdda.CataclysmDDA
Launchable:
  desktop-id:
  - org.cataclysmdda.CataclysmDDA.desktop
Provides:
  binaries:
  - cataclysm-tiles
Releases:
- version: 0.F Frank
  type: stable
  unix-timestamp: 1625184000
  description:
    C: "<p>\n          After a long and anticlimactic buildup, we are pleased to\n          announce the release of stable
      version 0.F \"Frank\" of\n          Cataclysm: Dark Days Ahead! Like our previous stable\n          versions, this release
      features an expansive range of\n          bugfixes, code and content additions, and new features.\n          4,500 new
      game entities were added, 123,162 lines of source\n          code were inserted, and 77,727 lines were deleted.\n        </p>\n<p>\n
      \         The goal was to have a smaller and more manageable release\n          this cycle, which was an utter failure,
      as it took well over\n          a year and by several measures was even larger than the 0.E\n          cycle.\n        </p>\n<p>\n
      \         We'd overall characterize 0.F as a release with a lot of\n          content and polish. Compared to 0.E, you
      may find it a\n          little more difficult (the pendulum swings ever back and\n          forth), but we think also
      more rewarding.\n        </p>\n<p>\n          The most obvious feature of 0.F is the addition of nested\n          inventory,
      the ability to store items in containers and\n          have them behave as you'd expect. This is probably the most\n
      \         long awaited and highly requested feature of the past five\n          years of development.\n        </p>\n<p>\n
      \         Besides pockets, 0.F features the addition of achievements\n          for fun and bragging rights, a proficiency
      system to\n          represent more refined skill knowledge, blood loss mechanics\n          for you and your enemies,
      weariness that builds as you push\n          yourself to your limits, vehicles that can drive up and down\n          z-levels
      (and bridges that are above rivers, enabling more\n          navigable rivers, as a result), and a vast host of new\n
      \         content from new monsters and evolutions to new quests and items.\n        </p>\n<p>\n          On the mod
      side, Magiclysm, Aftershock, and Dinomod have all\n          grown expansively, including new artifact and enchantment\n
      \         systems that have impacted content in the main game.\n          And much more, too much to list here.\n        </p>\n<p>\n
      \         Players coming from the last stable will notice a switch\n          towards encouraging looting over crafting,
      especially in\n          the early game, and will have to be cautious about\n          overextending themselves in the
      beginning of their survival\n          effort. As usual, you'll want to avoid getting into combat\n          with multiple
      zombies in an open area. However, you can also\n          have 'grab bags' of useful gear and tools, allowing you to\n
      \         toss your loot sack to the floor to engage in an\n          unencumbered melee battle with zombies!\n        </p>\n<p>\n
      \         All in all, as usual, we're deeply excited about this new\n          version, and look forward to continuing
      to make your\n          survival difficult in the months to come.\n        </p>\n<ul>\n  <li>Nested Containers rationalize
      inventory management and enable dropping and retrieving go-bags during fights.</li>\n  <li>Achievements track your deeds
      and misdeeds across games.</li>\n  <li>Proficiencies better represent deeper knowledge required for various endeavors,
      mostly crafting.</li>\n  <li>Bleeding added to both the player and monsters as the first step toward a more comprehensive
      wound and wound treatment system.</li>\n  <li>Weariness tracking added to represent longer-term physical exhaustion.</li>\n
      \ <li>Elevated bridges over navigable rivers added, allowing better navigability while using boats.</li>\n  <li>Large-scale
      audit of weapon and armor values for better representativeness and consistency.</li>\n  <li>Improved armor handling
      by separating ballistic damage into its own damage type.</li>\n  <li>Pervasive performance enhancements throughout the
      game.</li>\n  <li>Tileset vehicle support for more cohesive vehicle rendering.</li>\n  <li>Aftershock changes direction
      to a total conversion mod with a new far-future setting on a frozen world.</li>\n  <li>Dinomod added 238 dinosaurs,
      pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.</li>\n  <li>Added many dino features,
      including zombie, fungal, evolved, bionic, baby, and mutant dino variants.</li>\n  <li>Dinomod added many dino interactions,
      including farming, riding, butchering, cooking, and special attacks.</li>\n  <li>Magiclysm added a huge content update
      including many new traits called Attunements that switch up gameplay at the endgame.</li>\n</ul>\n<p>Finally, see the
      changelog for the more complete (but still\n          not comprehensive) listing of new features and contents -\n          \n
      \           https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F/data/changelog.txt</p>"
- version: 0.E Ellison
  type: stable
  unix-timestamp: 1585699200
  description:
    C: "<p>\n          The Ellison release adds a huge number of features and content\n          that make the world feel
      more alive. From being able to climb\n          onto building rooftops or hide behind cars, to building a camp\n          for
      your followers in the wilderness, to exploring the new\n          river and lake systems on a boat or raft, everything
      is more\n          immersive and consistent. Also more STUFF. I didn’t think we\n          would ever double the number
      of game entities with a release\n          again, but we did.\n        </p>\n<p>\n          We aimed at a 6 month release
      cycle, and ended up spending 9\n          months adding features at a breakneck pace and 3 months\n          putting
      the brakes on and stabilizing. I can’t honestly say\n          that’s a huge disappointment, though toward the end the
      rest\n          of the development team was really chomping at the bit to get\n          back to feature work, so we’ll
      need to continue to adjust.\n        </p>\n<p>\n          We built a huge amount of infrastructure for having the game\n
      \         check its own consistency, which has and is going to continue\n          to contribute to the amazing pace
      of feature and content\n          additions we are experiencing. The development team is also\n          larger and
      at the same time more cohesive than it has ever\n          been before.\n        </p>\n<p>\n          Explore all the
      new features with the attached release\n          archives. Speaking of exploring, the list of available\n          tilesets
      has shuffled a bit, so this is a great time to find\n          your new favorite.\n        </p>\n<ul>\n  <li>Long distance
      automove feature for walking, driving and boating.</li>\n  <li>Extensive bugfixes to inter-level interactivity, on by
      default.</li>\n  <li>Riding animals and animal-pulled vehicles.</li>\n  <li>More flexible Basecamp construction options.</li>\n
      \ <li>Default starting date changed to mid-spring for better survivability.</li>\n  <li>Time advancement is rationalized,
      a turn is now one second.</li>\n  <li>Extensive river and lake systems, and boat support for navigating them.</li>\n
      \ <li>Expanded NPC usefulness and interactivity.</li>\n  <li>Massive increases in location variety and consistency,
      especially rooftops.</li>\n  <li>Expansion of mi-go faction with new enemies and locations.</li>\n  <li>Batteries now
      store charge instead of being pseudo-items.</li>\n  <li>Overhaul and rebalance of martial arts.</li>\n  <li>Zombie grabbing
      and biting more manageable and predictable.</li>\n  <li>Overhauled stamina and damage recovery for grittier gameplay.</li>\n
      \ <li>Crouching movement mode allows hiding.</li>\n  <li>Magiclysm and Aftershock mods have first class support within
      the game.</li>\n</ul>\n<p>Finally, see the changelog for the more complete (but still\n          not comprehensive)
      listing of new features and contents -\n          \n            https://github.com/CleverRaven/Cataclysm-DDA/blob/0.E/data/changelog.txt</p>"
- version: 0.D Danny
  type: stable
  unix-timestamp: 1552003200
  description:
    C: >-
      <p>
                The Danny release is characterized by MORE. More UI polish,
                more features, more content, more long-asked-for
                changes. It’s the longest-lived and largest in every way
                release we’ve ever done, and we hope to never do it
                again. Future releases are planned for roughly 6-month
                intervals. This release is made up of 37,604 commits
                authored by over 700 contributors, and it roughly doubled
                the number of everything in the game, items, monsters, map
                buildings, you name it, we doubled it.
              </p>
      <p>
                It’s honestly way too huge to summarize in any meaningful
                way, but here are the absolute biggest changes, and you’ll
                just have to dig into the changelog or the game itself for
                more detail.
              </p>
      <ul>
        <li>
                  Many quality of life enhancements such as auto-pulp,
                  autopickup, batch actions, interacting with adjacent items
                  and improved long-action handling.
                </li>
        <li>
                  Pixel minimap for tiles mode.
                </li>
        <li>
                  Guns accept magazines when appropriate.
                </li>
        <li>
                  Player stamina stat that is burned by running and other
                  physical exertion.
                </li>
        <li>
                  Player faction base that allows incremental growth and
                  autonomous work by NPCs.
                </li>
        <li>
                  The player remembers terrain and furniture they have seen.
                </li>
        <li>
                  Carrying racks for small vehicles.
                </li>
        <li>
                  Vehicle system (speed, fuel consumption, terrain effects)
                  overhaul.
                </li>
        <li>
                  Overhauled nutrition, food spoilage and food state changes
                  (freezing).
                </li>
        <li>
                  Overhauled bomb fragment handling.
                </li>
        <li>
                  NPC dialogue support, group commands, tactical
                  instructions and backstories.
                </li>
        <li>
                  Dynamic Lighting.
                </li>
        <li>
                  Roughly DOUBLED the amount of in-game content.
                </li>
        <li>
                  Unheard-of levels of bugfixing.
                </li>
        <li>
                  Full translations for Chinese, German, Japanese, Polish
                  and Russian.
                </li>
      </ul>
- version: 0.C Cooper
  type: stable
  unix-timestamp: 1425859200
ContentRating:
  oars-1.1:
    violence-fantasy: intense
    violence-bloodshed: intense
    violence-sexual: intense
    violence-desecration: intense
    violence-slavery: intense
    violence-worship: intense
    drugs-alcohol: moderate
    drugs-narcotics: moderate
    drugs-tobacco: moderate
    sex-nudity: intense
    sex-themes: intense
    sex-homosexuality: intense
    sex-prostitution: intense
    sex-adultery: intense
    sex-appearance: intense
    language-profanity: moderate
    language-humor: mild
    language-discrimination: intense