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Cataclysm: The Last GenerationNewsUpdates 7-25-2026
In-game event

Updates 7-25-2026

Cataclysm: The Last Generation · published 25 Jul 2026, 06:50 UTC · build 24386762

All newsPlayers around this dateRead on Steam
  • Dakin's solution now gives 10 units when crafted and has the same volume and weight as salt water, so that when it decays into such it does not magically increase in size tenfold.

  • Posture now grants a bonus to aim speed caps based on gun weight. The bonus is 20% while crouching, 60% while prone, and 100% if the gun has a bipod and you're in a spot where you can use it. This is NOT a bonus to overall speed, just the weight-related part of the equation.

  • Some sidebar formats were displaying the reload-and-shoot movecost (for weapons such as slings and bows that require you to load a round every time you want to fire) in parentheses after the fire movecost without any explanation. This looked weird and was confusing. Now the default sidebar shows it on its own line if you're using such a weapon.

  • Slings now have a lot more dispersion built into them than they used to. They're not used at huge ranges so this shouldn't matter too much, but do note that it's worse!

  • Sheet metal bracers now appropriately add 0.9mm of steel to 3mm of leather from the vambraces they're made out of, rather than shaving off 2mm. Like leather vambraces, they now cover 95% of the lower arms.

  • Reduced encumbrance for most greaves and vambraces. These were previously too high to really ever consider them in most cases, especially as they only cover half the limb!

  • Fixed a potentially crash-causing typo in the gradual mutation EOCs.

  • Added overlay icons in MSX for dirty and infected wounds. Dirty is a white cross on a blue background, infected is green, matching the UI colors for those things.

  • Grappling hooks now behave properly and cannot do things such as anchor to the sky.

  • Trying to climb e.g. a rope when you are too heavy will no longer tell you that the grass beneath it can't support your weight.

  • Removed the last of the dead code related to the old hardcoded stim value.

  • Updated seed itemgroups. Previously all locations were using farming_seeds, which was missing a couple of vegetables and wasn't exactly appropriate for home gardens. Now most gardens use garden_seeds, while farms and places specifically intended for food crops use farming_seeds. Garden_seeds slightly favors things like tomatoes that you'd grow in a home garden, and also uncludes lots of flower seeds and herb seeds.

  • Because this is a net reduction in food seeds, turned up spawns of garden_seeds a bit.

  • Toned down the bonkers seed spawns at the garden supply store.

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