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Cataclysm: The Last GenerationNewsUpdates 7-24-2026
In-game event

Updates 7-24-2026

Cataclysm: The Last Generation · published 24 Jul 2026, 08:57 UTC · build 24370327

All newsPlayers around this dateRead on Steam
  • Aim speed now takes your weapon's length, weight, and volume into account more than it previously did. Long weapons are penalized when adjacent to a wall or inside a vehicle, weapon volume is compared to your size category, and weight is checked against your lifting strength and stamina.

  • Adjusted the scaling of aim speed. It remains about as fast as ever when the aim bar is low, but as it fills it progressively takes more time to fill than it previously did. This effect is much more pronounced at low skill levels than at high.

  • Tracking dispersion now has much more unfavorable RNG the closer you are to your target. Remember that beyond 10 tiles there is no tracking dispersion at all. If you're new here, dispersion is gun inaccuracy measured in minutes of angle, which is a real life gun thing you can google if you're curious.

  • Moved the ocean MUCH closer to the start location. It will now always be between 1 and 6 overmaps to the east. An overmap is 180x180 tiles on the map screen. So it may be quite a distance, but it's more than 3 times closer to start than it was previously. This will probably not affect existing worlds, so make a new one if you want to see the sea!

  • Added a message to the evac shelter computer which might display if the evac shelter is too far to find even its general location. Because I cannot reproduce this issue on my computer, I can only assume this works! At the very least it doesn't cause any errors.

  • Removed the outdated bone animal armor. This was part of a set I removed a long time ago and somehow just these got left in.

  • Fixed a case where the Glock 22 was still able to spawn with unusable .357 SIG loaded.

  • Despite what the documentation said, painkiller caps on individual effects were actually global, so any one source could cap all painkillers. This has been fixed. Pain relief from all sources is now tracked, and the max_val of an effect now applies ONLY to that effect. So 15 max_val from aspirin means that aspirin can contribiute 15 pain relief, which has no impact on what oxycodone can contribute if you take that, too.

  • Adjusted the effect thresholds for opioids. There was some very odd math going on in the existing ones, and the overall effect was tha tramadol wasn't working at all for many characters. This has been fixed so a single tablet should work for a non-user (though it will take a bit to kick in), but note that these tablets in game are only 5mg, which is weak even by the standards of someone who is not going through opioids like candy. Two to four tramadol might be necessary if you're really hurting, but if you're at that point, maybe it's time to head home?

    • Opioid durations still get weird if you take a lot of them, and their durations in general are pending the implementation of a half-life system for drugs.

  • The Sensory Dulling CBM now works a bit differently under the hood. Generally speaking it will spend bionic power per point of painkiller it adds which can add up quickly, but it doesn't do it all at once, so keep an eye on it. It will also apply a stacking perception debuff. Currently when you deactivate the CBM, the painkiller effect sticks around for a bit. In the near future I will probably add some sort of hangover or rebound effect when you turn it off.

  • For reasons I cannot wrap my head around, the game was set to make any fish that you caught by pole or by trap a random number from 0 to 300 hours dead when it placed their corpses. Fish are alive when you catch them! That's how they get themselves caught!!! Anyway now fish corpses are brand new when spawned in a trap or on a line, though if you wait too long to check your traps they might not stay that way.

  • Shoggoths can no longer reproduce. They still eat items, for now.

  • The Melded Task Force can no longer spawn flesh-raptors. It was breaking the "no infinite spawning" rule and there wasn't a simple way to fix it like I did for the hive hulk.

  • Shoggoths no longer deal acid damage in melee. Acid damage isn't blocked by armor (it's normally handled through the corroding effect, which assumes the acid has already gotten past your gear), so this was just an unblockable 20 damage every time they hit you.

  • Shoggoths can say a few more things. It's nothing especially interesting, but it's a bit less monotonous if you're stuck in a lab with one.

  • @Penwise submitted a fix to a crash Mac users have been experiencing while smoking cigarettes or joints.

  • @Penwise submitted a fix to an issue that was rarely causing an error message when saving and loading the game.

  • @Penwise added a fix for a rare case where failing an NPC quest which was supposed to kill the NPC (e.g. if they had an infection) would accidentally kill the player character instead.

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