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Add release notes to appdata
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data/xdg/org.cataclysmdda.CataclysmDDA.appdata.xml

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<binary>cataclysm-tiles</binary>
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</provides>
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<releases>
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<release version="0.H" type="development" date="2024-07-22" />
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<release version="0.H" date="2024-07-22">
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<description>
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<p>
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I'm proud to announce that the Cataclysm: Dark Days Ahead 0.H "Hebert" release is here!
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With an 11 month Gestation (before forking) and a 10 month delivery (after forking),
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we once again utterly failed to limit the scope of work with a release, the 0.H
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development process has been the longest in many releases, packing in thousands of new
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pieces of content, massive performance improvements, and IMO more polish than we've ever
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seen in a DDA release. A huge group of about 450 people contributed to this release,
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about 200 for the first time this release. All together we changed about 12 million
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lines of code and data across about 5,500 files, adding about 5,000 game entities in the
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core game and another 5,000 in mods. This time around we handled the release process
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differently, following a more traditional process where we called 0.H "feature complete"
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all the way back in January of 2024 and moved it to a dedicated fork for bugfixing.
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Since then we've created new infrastructure to manage the stabilization process,
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fixed many many bugs, and backported a limited number of key features from the
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experimental branch. Whether this new approach really hits its stride is yet to be seen,
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but I'm hopeful next cycle can be shorter now that the infrastructure is in place.
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</p>
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<p>
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Feature wise, we've seen the addition of biomes, where traveling East now leads to larger
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cities to a point, then the lands ends in an ocean. Travelling West leads to sparser human
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settlements and more wilderness. Portal storms now spawn and move around on the map, you
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can either hunker down or move to avoid them (or chase them if you're so inclined), and an
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unprecedented amount of new and interesting content has been added to their chaotic mix.
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After years of hard work, 3D vision has finally reached a point where we're ok to turn it
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on by default: bugs are few and far between now, and thanks to this feature we can see a
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lot more interactivity between Z levels. Our accidental bespoke scripting framework, the
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EOC system, has been greatly expanded and many, many features have been overhauled to take
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advantage of it. This allows an enormous flexibility of events in both mainline and mods
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without ever touching a compiler. Multiple new boss-tier encounters have been added for
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late game challenge, though I don't want to spoil them here. Now you will know why you
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fear the night. The number of proficiencies has increased greatly for this version, roughly
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doubling the number of proficiencies you can learn, all with unique effects. We've seen
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an expansion of the proficiency framework in some of the directions desired initially,
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allowing proficiencies to confer more than just crafting bonuses. Practice actions have also
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filled out, providing a smooth path for skill gain instead of grinding crafting or other
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activities. This version should see an end to repeatedly crafting and uncrafting a simple
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object to grind skills, allowing you to automate the process to represent your character
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studying and practicing, spending character time but not so much player time. You'll also
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notice other savings in player time, we've found a number of places to speed up key code and
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drastically reduce waiting times, making for a much more responsive experience.
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</p>
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<p>
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Try it out. It's the best DDA yet.
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</p>
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</description>
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<url type="details">
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https://github.com/CleverRaven/Cataclysm-DDA/tree/0.H-branch/data/changelog.txt</url>
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</release>
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<release version="0.G Gaiman" date="2023-03-01">
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<description>
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<p>

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