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Cataclysm: The Last GenerationNewsUpdates 8-3-2026
In-game event

Updates 8-3-2026

Cataclysm: The Last Generation · published 3 Aug 2026, 20:38 UTC · build 24539509

All newsPlayers around this dateRead on Steam
  • Faction camps have been deprecated since the game forked, and while it was technically possible to begin some of the constructions, many would dead-end halfway through for no apparent reason. Almost all faction camp functionality now exists in zones or craft orders, so now it's time to delete the ~32,000 lines of unused code and json making up this very old system. The only part of it which remains, for now, is the barebones settlement, which will be left in until such time as hunting can be designated in some other way. If you have an existing built-up camp in your world this may cause error messages on load, or your overmap might look a little weird around where your camp is. You can safely ignore these.

  • The phase immersion suit was inside-out, making it less acid-resistant than intended, this has been fixed.

  • Improved material portion data for a few items.

  • Most eggs are less likely to hatch into anything.

  • Adult geese cannot be tamed.

  • Removed the vestiges of the hardcoded monster acid attacks, as these are now handled through the magic system.

  • Removed the old monstergun acid attacks, except for acid_sniper. Same reason.

  • Buffed evolved zombie horses a bit.

  • Seweranhas now play hit and run instead of swimming into melee and waiting to get killed.

  • Sewer snakes are a little tiny bit tougher.

  • Fixed an issue that was making map memory fail to draw on Linux.

  • Addictions now properly block cravings if you are high.

  • Increased the craving timers for most drugs. These timers are decreased by addiction intensity, and they were getting pretty obnoxious.

  • Intelligence now bonuses the rate at which you recover from addiction. A reminder here that this is not meant to imply that HIGH IQ INDIVIDUALS are TOO SMART for addiction, just that the intelligence stat represents patience and willpower and these things are beneficial to the recovery process. The Addictive and Addiction Resistant traits count the same as -/+ 10 intelligence.

  • Strength, excepting strength from bionics, now makes it a bit less likely that you will experience withdrawals.

  • Fixed some errors in the stat hints in the character creation screen and added hints about the above effects.

  • @aattss spotted and fixed an important bug in the tracking dispersion code.

  • @Jodi improved the messaging when hiding/unhiding wiring via the examine action.

  • @CN-Xuan submitted still more updates to the simplified Chinese translation, making it more or less complete!

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