REVIVED 0.9.9.5 CHANGES
* NPC speech restored.
* bump to chat crash bug fixed
* some redraws added -- should have much more immediate feedback that you have moved/rested/recharged.
There are most likely additional coverage holes (that is, won't guarantee that all times lag is happening
that your displayed energy level is 0 or less).
We also have a new unstable release. Unstable is laggy even on the development machine (3-4 seconds/turn with debug build is typical, and I did see a few instances of 5 seconds/turn. ZIP is release build, 2x-3x faster than debug build in early game).
REVIVED 0.10.0 CHANGES
------------------
* names better matched to stereotypical English gender
* key configuration files are not backward compatible.
* even more AI overhaul.
* Closing the door behind you is now a free action.
* map generation radically altered.
** survivalist weapon caches more usable (ammo is matched to ranged weapons in cache)
* It is rarely possible to see where a living is planning to move next. (If you are about to shove him, you will see this.)
* player-player trading is now possible. A similar implementation is used for player-NPC trading (no more roulette, if the target doesn't
want to give up anything you want, you will know immediately)
* new (stub) command: Faction Info (default Shift-Ctrl-I). See the main manual for details.
* Items will survive better if the method of death isn't particularly destructive to them. (A slightly weaker version
of the change in Still Alive).
** the historical resistance of food and ammo to destruction has been retained. Armor will survive better
if the method of death is non-violent. Other items will survive better if they aren't exposed to zombification.
* The surface maps and sewer maps have lost their peace walls. For example, you can
** see across district boundaries (so does your minimap)
** throw grenades across district boundaries
** fire at targets across district boundaries, etc.
** Unfortunately, the AI is just as unimpaired as you.
Note that one achievement is much easier in unstable-20171112 than 0.9.9.5: powering up the CHAR Underground base. Once that is no longer secret, the police will try to clear it for you -- and they do know how to turn on generators. (They also will strip the base bare of anything they're interested in.) This is a material change from RS Alpha 9; not "planned" (I was testing a realism change with intent to back out if not "fun") but ties in nicely with the vaporware police storyline.
unstable-20171112 is known to have extreme problems with supplies in general (all stores will be stripped by the end of day 2 or so; again, problem is police. They do make hiding near the center of a district much more practical, but anything they leave behind is either not that important, or an AI defect.)