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changelog.txt
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# 0.H
## Features:
Tilesets: Automatically prevent occlusions via semi-transparent sprites (similar to retraction)
Add parametric mapgen to consolidate similar basecamp definitions
Activities can fire EOCs
Added full mouse support to the keybindings screen
Prevent attacking neutral critter via move in safemode
Fix and enhance camp radio tower
Added sorting, showing&hiding pocket contents, and scrolling via mouse in inventory screens
New game event that triggers on load or new game start
Add option to hide bionics
Allow JSON monster special attacks to use the dialog condition system
Confirmation before attacking neutral mobs
Unhardcode and rework grabs, ranged pulls
EOCs can have context vars that can be passed into nested EOCs
Pockets overflow into their parent pockets if possible
Stored conditionals for EOCs
Make portal storms mobile.
Reusable Random Encounters Code
Allow mutants to walk underwater
Add support for running and smashing animations
Allow zones to interact across multiple Z levels
Creatures can stumble into invisible players to discover them
Add molting for exoskeleton mutations
3D vision of lower levels with distance fog
Rework MA tech requirements
Allow NPCs to read E-books - new activity added
Allow mutation transformation using the normal mutation rules
Implement setting direction for appliances and add a directed floodlight appliance
Asynchronous animations including sprinting and smashing
Added enable and disable mutation EOCs
3D vision for isometric tilesets
Unhardcode dragging, grab fixes
Make vehicle doors lockable and pickable
Implement export&import of the protagonist and follower NPCs
Expand grain farming and adjust seeds
Creatures above cast shadows onto tiles below
Apply different messages at different effect intensity levels
Player character now can get sick with common cold or flu only after contacts with NPCs or ferals
Generate vehicle prototypes from in-game vehicles
In-game Armor sprite change
Cockroaches flee light, hide under furniture, eat corpses, and breed faster when fed
Cataclysm and game start dates are to be set through scenarios
Friendly NPC crafting by crafting menu
Functionality to drop items off ledges/cliffs onto creatures below
NPC fleeing behaviour adjusted and slightly improved
Adds basic vehicle proficiencies for driving and boating, as well as athletic proficiencies which increase muscle engine output.
Add overheat mechanics to energy guns.
Sound-triggered traps
Item transformation can now pick variant items to transform into
You can now collect grappling hooks and ladders from the ledge above.
Adds priority parameter for special placement
Professions can start with multiple martial arts
Microlab Mapgen is now parameter based.
Allow NPC_DEATH EoC to prevent npc die
Allow NPC doctors to install and remove CBMs from player allies
Look up and down with 3d vision off
Add ignored_monster_species spell parameter
Monsters affiliated with factions will watch for theft of faction items
Allow gunmods to make changes related to gun overheat.
Items that can heat up food (microwaves, coffeemakers, chemistry sets, etc) can be used or reloaded from an adjacent space without picking them up.
[EoC] Condition for asking the player to select a tile
Allow martial arts techniques to trigger on reach attacks.
Adds a confirmation prompt if you are the target, or in the AoE of, your own damaging spell.
Ledges provide sight coverage
Add foreach function to EoC
Add Map related EoC functions
Allow messages to parse nested tags
Allow using snippets in item descriptions
Infectious diseases (cold/flu) have an invisible incubation period, and start with milder symptoms
Weapon Proficiency
Fixes NPCs being too afraid, makes swarm danger assessment more robust
Add option to switch between outfit (when available) at chargen
Animals have stomachs, digest food, and benefit from eating
Enable NPCs to reload magazines in their inventory
Liquids crafted at camps will try to be placed inside zoned terrain/furniture that can hold them(LIQUIDCONT)
Hauling overhaul: you can choose which specific items to haul, whether to automatically haul new items, or haul items by filter
The player can gauge an NPC's personality during dialogue with them
The Han Solo Special: NPCs identify when fleeing is failing. Also adds flee modes and panic.
Boomer bile is slippery, causes pinkeye, and is blocked by waterproof eyewear
The map changes as you travel east-west and north-south, revealing either rural areas or oceans and megacities
Furniture/terrain have semi-persistent damage from being bashed
Rework Character::overmap_sight_range to allow night overmap sight through mutation
re-add pre-seeded hordes, make them unconditional, and show up even with wandering hordes disabled
Allow for a "variant" field when using the add_trait effect
There's an ocean in the East (or wherever you set the json) now. NBD. Feel free to add content for it.
Make run_eocs/queue_eocs support variable objects
Protein bars now give character a psychological trauma
Adds sand to ocean beaches
Toggle to highlight OMTs revealed by maps
Adds extreme height chargen traits, adds tools for disabled drivers
Allows dormant zombie types to be defined easily, with a simple new monster flag.
Provide a way to create a EOC with given alpha and beta talker.
[Mods] Non NE region mods have different day/night times dependant on their setting
add a profession condition for EOCs
Introduces dormant zombies and associated mechanics. They spawn in mass graves in limited numbers for now.
Hub now offers armor set printing after HWP is unlocked
Implement basic saline infusion to help with blood loss
Adds treetops and makes trees climbable
Allow bird wings to glide
Allow whitelisting and blacklisting hobbies in scenarios, professions, and globally
EoCs support mutate_towards directly
make `u_spawn_item` to support the item group whose subtype is `collection`
Add u_wants_to_talk/npc_wants_to_talk EOC effects
Player can eat from camp larder(always). Workers receive spent food from it when being assigned to work (requires NPC needs enabled).
Implement IME pre-edit text for CJK text
Allow effects disabling (conditional) limb flags
Threshold substitutions
Small scale anaerobic digestion system
Shatter a zombie's torso armour with a good hard hit.
Limbify Feathered Arms, rework gaining Bird Wings
Unhardcode KI strike / Drunken master
Make power grids easier to disconnect, reconnect, and merge parts to
Beast mutants can mutate quills
Adds a new trait, Tiny Stomach
Add new hairstyles from Mawranth's Hair Salon
Unhardcode and limbify attack vectors
Add new function follower_present for use in JSON
Graphical construction preview
Resume butchering
The player can swap between defined outfits with the 'set of clothes' item
Corpses can decay into bones etc (defined as a harvest group)
Support WASM build via emscripten
Allow ammo effects to cast spells
Automatic turrets will not fire guns if they are going to overheat
Deconstructing now prompts with potential items, can be toggled off in settings
NPC @ menu: Show morale, medical; Change name, gender, armor sprite
(Currently player only) Factions can take over and loot camps they don't own
Food can inherit the allergens of materials it was cooked from
Add conjunctivitis from boomer bile
Event Bus for Radiation
Species Based Snare traps
Add TEMPORARY_SHAPESHIFT flag, use it to recalculate size before standard size flags
sunset/sunrise appreciation
Add ITEM_WATERPROOFING flag, add to Magiclysm/XE content
Make salvaged combat exoskeletons repairable
Add persistent boomer bile effect that causes a stench and skin irritation
Place_vending function can place unpowered machines
Add option to make the bleeding of a pet stop
Add different levels of vision to the overmap
Allow some small parts on helicopters
Google Maps
Dynamic trait purifiability
Add drugs and mutagens to your faction camp stores.
Allow military night vision goggles to attach to combat exoskeleton head armors
Butchering now require proficiency to do it fast and effectively
Functioning toasters
Zombies make zombie sounds
Allow multiple possible loading screens, including from mods
Grazing animals actually eat grass, and it regrows every season
New characters get random natural hair color during character generation
Binoculars now also increase 'detailed' vision range, not only max vision range
Morphic Sizing flag for summoned/magickal items
## Content:
Add 14 scores, 24 achievements and 5 conducts related to vehicular travel
Add generic finales for generic mine
Add new boss for physics lab
Add 4 New Apartment Complexes
Add several new bungalows
Updates to several existing maps
Add the first Exodii mission
Combat Capable Mounts
Add new Exodii NPC: Luliya
Add new weather types: mist and fog
Allow players to keep bees
Apartment complex: parking garage, lobby variants, roof additions
Crustacean mutation tree
Dead trees can be harvested for wood(once per tree)
Added a new location called survivor forest camp
Addition of non-NPC civilians for lore reasons
Nether spiders as a new bossfight for the game.
New conversion kits, guns, and calibres
Crashing ship start for Aftershock
Add more monsters to the nether monster corpse
Living lore document
Gastropod Foot Limb: Mutant limbs can be added in json
Added a small office building fortified by bandits
New location: speedway
You can now choose a new leader for your faction without dying
Adds new skateboard vehicle
Most scenarios now provide vision of the nearest city on start
Alternative resolution to clean back bay quest
Add a synagogue
Adds a chance for small, personal photographs to spawn within people’s wallets and creates a starting pool of 34 snippets from which to pull.
Adds curved road bends, rotaries and rest stops/laybys
JSONify Defense Mode
Adds a new mission to the Exodii
Add boats to river banks
Vehicles now contain heater, and some contain AC
NPC Elvira Fish, Circulations
Adds a jeweler as a new starting profession
Add a larger “family–sized” water heater
Rework Anvils and add crude anvil
Add some backstory to Eddie McKenzie.
Add some prosthetics.
Added Bulk Storage Mounds and Piles for More Resources
Add undomesticated wild rabbits
Adds some MA techniques, improves disarming and transform certain techniques from stuns to downing techs
adds dried garlic/chili
Adds more ways to learn bronze crafting
Updates the Portal Dependent mechanics and introduces rewards for exploring the portal dungeons.
Cyberhorse... CYBERHORSE!
Make nuts and bolts craftable using thread cutting tool
New map extra: civilians making a futile last stand against the horde
Adds primitive cup(s)
Add residential rolling trash cans.
Adds Long awaited Exodii Sidearms
Allow diving into water to remove Mycus spores.
New Scenario: Last Stand
Boston-Chan costume set
Omelets and other egg based foods
New Epilogues for NPCs
Adds more fungalized humanoid/animal zombie variants.
Winnowing, new method of obtaining raw grain
Adds compensators, adds conflict for suppressors/barrel porting
Changes some items' material to fiberglass
New portal storm monster based off a dream I had
Add liquid recipes for faction camps
Add the star vampire, an invisible blood-drinking monster
Metamagic perks from Bombastic Perks
More trail variety
Receivers now respond for magazines you can put into the gun.
Adds 410 loads, ballistics data
Add's more fungal insect monsters, fixes bugs I forgot in last PR.
Adds most kinds of Arisaka rifles to the game, cartridges, and item spawns.
update filter guide to indicate that flags were added as filter option following PR #70212
Adds .45 LC cowboy loads and ballistics data
Add a 1 cylinder diesel engine to the game.
Vehicles spawn on bridges
Added creatures to populate the new edge ocean.
Major board game expansion
Allow the Nunez family to move to Tacoma Commune if you help them set it up.
Lockets can store photographs
Add diet soda, because screw your free calories!
Addition of many new books, from religious texts to magazines, mainly for fluff purposes.
Modularize Desert Eagle, add .50 AE
Addition of three new, big-sized treefrog mutants. Minor tweaks to existing frog mutants.
Further pharmacological expansion infrastructure + adds a few new drugs that make use of the system
JSONize Electrohack Tool
Previously Innawoods-only stream mutables are now in the main game
Added ASCII art for most containers
Making Shadow Spawn Messages editable
Adds new jewelry for black history month, such as cowrie necklaces and various types of hair beads.
Mainlined the innawoods meadow mapgen
Light vest disassembly now drops kevlar
Add QUIETMOVES and SILENTMOVE flags, apply them to [Magiclysm] bugbears
Add 7 new frog zombie varities and audit existing frog zombies
Cinnamon for Deluxe Oatmeal
Soldiers' rifles have more/various weapon mods
readd heavy ballistic vest
Adds Chiropteran (bat) mutation line, and the subaquatic navigation system CBM
Allow monster corpse teeth to be used to make traps and weapons
Adds social/asocial mutations
Simulate hair growth over time.
Add earthworms to the game, as a food source
Add cougar kittens and fix cougar taming in mods
Boomers now leave fleshy gibs on detonation```
Pictures for House fluff
Added Hub 01 mission signposting LIXA
Crafting Musical Instruments
Additional Achievements
Honk your clown nose!
Add a new LMOE mapgen layout
Eeeeven MOOORE mission context dialogue for Liam (Friends to the End).
Adds a significant amount of extra dialogue and conditionals to Isherwood (Isherwood update part 1, 50% done)
Add a new high danger Yrax construct
Add poultry meat
Adds ASCII Art to 619
Created Map Extra that spawns monsters from the Group_Worm
Adds a lot of mission-specific and chat/small-talk dialogue to Liam (Friends to the End scenario)
Rework exoskeletons
Adds still more mission-specific dialogue for Liam (Friends to the End)
Add XL and XS versions for french maid clothes/aprons/hats
Fridges and freezers. What do you mean 'we already have some'?
New portal monsters: unviable life forms
Challenge start - hunted forever. Starts with the nemesis, but it comes back stronger everytime it dies
Adds a new globally unique special to spawn in the ocean : an Oil Platform !
Overhaul and flesh out Barry Isherwood's rescue mission
Prepper Militia Community
Add Snow Cones and Snow Machines
Add three new locations to Aftershock
New jewelry added
Night vision helmet attachments
Add murky water, make regular water safer
Add Alcoholic Snow Cones
10/22 Pistol
Adds a variety of marine plants.
Adds bench vise
Full auto 10/22s
Reduces craters
fish emulsion
Static NPC factions have their own camps and food stores
Regen serum
Vitamin Cost per mutation
Small lighthouse
Red Phosphorus Using Matchbox Strikers and Potassium Chloride Using Match-heads
Add brick construction to camp expansions
Clean water in open containers reverts to water after a while
Update the basic gas mask, related filter, filter ammunition, and gas mask bag to modern CDDA standards, add possible inserts and outserts, disassembly recipe, and item group goodness.
Remove the 'Shockstorm' attack from monsters that have it
Adds new endings which are impacted by the strength of other factions
Add white phosphorus and related recipes
Added multiple new guns
This adds a Doctor and Pharmacist profession. It also generalizes the "MD" trait description to include more medical professionals.
Three new skeletal zombie evolutions
Microlabs will now spawn foes from a series of mutually exclusive lists.
Bakery contains flour now, plus overhaul and improvements
Expands the regenerating zombie into it's own line
Adds a new set of twisted geometry artifacts, found where geometry itself is twisted due to the acts of humans and worse.
Overhaul and flesh out Barry Isherwood's rescue mission, part 2.
Adds a home canning hobby/background to character creation
Mute very divergent mouth mutations
Added apiary overmap tile to farm generation
Add Variable Snippets for Home Pictures
More detailed sunset/sunrise morale based on actual weather and traits
Sand and gravel pit location
Neutral NPCs may now be shoved.
Add game screenshots to data/screenshots
Add more vision level (at least for FEMA camps, for now)
Superglue Overhaul
Added a way to fix cyborgs at rubic's castle
Added mashed potatoes.
Allow cephalopods to gain the ability to eat, sleep underwater
Alpha Social trait
A few new reptiles to populate the world
A bunch of new mutant arthropods underground
Make dermatik pregnancy and birth suck significantly more
Add painkiller eyedrops
Professions & hobbies know gross anatomy & new butchering profs
Slightly Expands Hub-01 and Yrax factions
Adds a new stationary fungal variant.
adds a new fungus infested mapgen
## Interface:
Show crafting failure chances in the crafting interface
Show addictions from hobbies in newcharacter tab
Added ability to think to yourself in the message log
Added Presets for pocket settings
Prettier loading UI for loading the save
Add min/max feedback to new character stats interface
Mouse thumb button support
Show NPC location when selecting NPC to chat with, guard, or follow
Display why vehicle parts cannot be installed
Open multiple containers in Advanced Inventory Manager
Adds the 'Mark as dangerous' keybinding to the overmap
NPC selects melee style
Add sundial, wind and radiation badge to "spacebar" sidebar
fix widget error if player has no body part
AIM: Add key to step outside containers; AIM: mark container that the other pane is looking inside
Change description of highlighted regions when editing the overmap
Detailed information for stats on character creation menu
Larger and more I18n-friendly safemode UI
Enable/disable showing several non-player-related messages in the log
Walking into ledges examines them.
Accessible item insert menu
Show insertion failure reasons in Insert menu and AIM
Select default bodypart when applying bandage
Show zones on other z-levels in zone manager
Remember inventory show/hide all contents option state
Display what mod the contents belong to, scenario, profession, map
Find items that cover body part
Enable history for AIM and inventory filters
Make zone manager display more of zone name
Show estimated time when washing items
Selecting container mode for unloaded items
Open proficiency UI with relevant first selection
Adjust hungry and overweight coloring in sidebar
Categorize more containers by their contents
Explain why wielding an item from pick-up menu fails
Switch crafter in crafting menu to and from an ally
Add favorite category to spell casting menu
Allow scanning several books into ereader at once
Add milling info to milleable items
Add spell class selecter to spell casting menu
'Learning is disabled' message on disabled skills
Update gun mod removal UI to use inventory menu instead of a prompt; prevent removal of gun mods with other mods installed on it
Show the mass of vitamins in food items
Melee weapons tell you your skill is too low to see melee values instead of just hiding them
Shows the starting location for a scenario when there is only one possible option.
Show language selection window in options menu
Hide AIM during directional prompts
Keep displaying selected outfit throughout chargen
High characters now see fancy smiley faces and exclamations in their message log.
Can't accidentally select full deconstruction if simple deconstruction is available
Set priority for containers that have auto whitelisting.
Tile cover is now named concealment, because that's all it actually does.
When opening spellcasting menu, go to favorite spells tab if player has favorited spells
AIM: when cannot wear, try to wield
Separate keybinding to select default ammo for RELOAD_AND_SHOOT/RELOAD_ONE weapon
Show NEW! in List Items menu
Adding spell name to the casting... widget
Adding Classless as a supernatural category
Mission UI migrated to imGUI
Provide a visual UI for changing vehicle part shapes
Display RAS weapon reload time in aim ui
Warn on setting an auto feature when auto features are off
support selecting all npcs
Change: Container for X -> Pour X into
Show actual real-world distance to mission objective
Add selection menu for cosmetic traits in character creation
Adds message for NPCs completing crafting so it doesn't reference the player incorrectly.
Add the 12-bit rainbow as color palette option
NPC follower rules can now be viewed and modified in a dedicated, mouse-supported window (imgui)
Prevent automatically assigning keys to passive bionics
Zone Manager: "Show All / Hide Distant" highlights selection
Add sorting by amount and value/volume in advanced inventory search
Addiction withdrawals are a toggleable distraction
The filter is reset when you open the construction menu
Select CC-Sounds as default soundpack if it's present on first run
Removes XS/XXXL traits from the player display
Fix message 'There is nothing to pickup'
migrate uilist implementation to use ImGui
Allow ebooks in read command
format `uilist` menu entries with a table
Prevent automatically assigning keys to passive mutations
Fix ImGui Demo in curses
make ImTui render text as text, so that the players can read our spiffy new menus
toggle to only draw overmap during autotravel
mouse input in uilists does not block keyboard navigation
Print church/school bells ringing sound in the message log once again
Add imgui version of the iteminfo window
Updated default keybindings for changing start dates in character creation menu
rewrite the loading screen to use ImGui
Custom loading screen the game deserves
wrap the descriptions in the zone menu so that it doesn’t have a ridiculous width
Map UI: hint custom keybind for `CHOOSE_DESTINATION`
Toggle between the map and look around
## Mods:
[Aftershock] Fix the Migo mutation tree
[TropiCata] Adds more tropical flora
[Mythos] Split off Mythos creatures into self-contained mod for 0.G
[Desert Region] world generation changes
[Aftershock] Reduce deadliness and frequency of ruin robots
[Dark Skies] Remove Dark Skies Above from the main repository
[Magiclysm] Adds item enchanting to magicalysm mod
[Backrooms] Adds 10 rare artifact variants to the Backrooms
[Magiclysm Graphical Overmap] Delete Magiclysm Graphical Overmap
[Magiclysm] Another approach to animist summoning
[Xedra Evolved] Add content for dreamsmiths and dreamers
[Bombastic Perks] New mod to earn perks through gameplay
[DinoMod] Integrated mutation armor
[DinoMod] Therizinosaurus
[Xedra Evolved] Museum Location for Xedra Evolved
[Magiclysm] Adds several new professions to the Magiclysm mod
[Bombastic Perks] Added resurrecting meat monstrosities to bombastic perks
[Bombastic Perks] Forcefield and Evasion enchants
[Aftershock] Elemental bionic weapons.
[Bombastic Perks] Adds the recycler perk
[Xedra Evolved] Revamped the inventor class
Alchemy Perks for Xedra Evolved
Bombastic Perks adds Playstyle Perks
[Magiclysm] Ways to boost your caster level
Disable the Bionic Professions mod by default
Add the Mind Over Matter mod to the CDDA repository
[Tamable Wildlife] More tamable creatures
[MoM] Add additional portal storm remnant map extras
[Sky Island] Mainline Sky Island mod
[Magiclysm] Add a spell-using feral human to Magiclysm
[MoM] Add telepathic and telekinetic damage types
[MoM] Mind Over Matter-specific Research facility overhaul
[XE] Paraclesians: Elemental Races
[Railroads] New mod
[MoM] Add Enervation damage type, apply it to Eater and feral vitakinetics
[Magiclysm] Add more than two dozen spells to magiclysm
[Magiclysm] Add fantasy species starting option
[Magiclysm] Add two more playable fantasy species for Magiclysm
JSON-ize faction camp hunting returns
[DinoMod] document lore
[Aftershock] Rebalance energy weapons to use overheat mechanics
[Magiclysm] Add fantasy species ferals
[Magiclysm] Add dispel magic spells
Create the Isolation Protocol Mod: A traditional roguelike experience
[Magiclysm] Add triffid and migo mages
Clairsentients can have premonitions about Defense Mode events.
Aftershock: New Sci-fi military Gear
Make some non-combat MoM utility powers toggleable
Aftershock: Add a shotgun mod that turns shotguns into coilguns
Aftershock: Add a new outpost location that can spawn modded tools
Add Sense Minds Telepathic power
Add scaling to Metaphysics XP gain from powers, add penalty for power failure
Add the HAS_MIND flag to appropriate monsters in in-repo mods
XE: Add gossamer material and clothing
XE: transformation potions to top level alchemy perk
MoM: Add PSI_NULL species to interact with "ignored_monster_species" JSON parameter
[MoM] Add a new power class Photokinesis
[MoM] Add calorie cost for psionics
[MoM] Prevent psionic creatures from using powers if nullified
Make Aftershock and Aftershock: Exoplanet compatible with Defense Mode.
Allow escape pods to carry loot planetside.
[MoM] Add mi-go psions
[Innawoods] Added meadow mutable
[MoM] Drain overhaul + Power Maintenance overhaul
Aftershock: Add Landing Pads
[DinoMod] Animal Food Matters
[MoM] Separate NO_SPELLCASTING from new NO_PSIONICS
[MoM] Tinfoil hats protect against telepathy (sometimes)
[MoM] Add Electrokinesis path
Add more customizable options to Defense Mode.
[MoM] Separate psi_stunned from stunned
[MoM] Gain more Nether attunement in Nether areas
Add Bombastic Perk compatibility to Defense Mode.
[Backrooms] Autodoc special and long-term progression tweaks
[MoM] Add Project PHAVIAN skyscraper lab
[MoM] Add telepathic dampener```
[Xedra Evolved] Revamp spell learning system
[MoM] Add ability to take longer to channel powers in exchange for ignoring focus
[MoM] Add Transporter beacon and remote, using matrix technology for long-distance travel
[MoM] Psion NPCs
[Sky Island] teleporting items back home
[MoM] Change electrokinetic overload
[Sky Island] Allow selection of room teleport behavior
[MOM] Allow high nether attunement to induce hallucinations.
[ Sky Island ] Warp Pulse UI
Paraclesian Map extras
[MoM] Power learning revamp: Biokinesis
[Sky Island] Lots of updates
[MoM] Change success formula for psionic powers
[DinoMod] plesiosaurus
[MoM] Power learning revamp: Teleportation, Electrokinesis, Clairsentience and Telekineseis
[Xedra Evolved] Add Great Tree elemental eruption map special
Aftershock: Add the Port Augustmoon Station
Add WIP Limb Stuff Mod
Replace global_val with context_val in Bombastic Perks documentation.
[Magiclysm] Rebalance enchanted combat loot
[Magiclysm] Reduce mana cost of some of the spells I've written
[Magiclysm] Ogre revamp
[Magiclysm] Greatly increase the number of (weak) spellbooks in people's homes
Update Galvanic Aura to Concentration power and fix other errors
[Magiclysm] Add wizard version of LMOE
[Magiclysm] Add fantasy skin colors
[Magiclysm] Even more spells
[XEDRA] Adjust Magnetic Holster Values
[Magiclysm] Add "of elvenkind" items
[Magiclysm] Goblin encampment / orc village revamp + additions
Fix Brackenwight special attack message
[Sky Island] Take NPCs on/back from raids
[MoM] Final 0.H Fixes
[Magiclysm] Add spells that allow you to gain the various +mana traits
[Magiclysm] Last Mage on Earth start
Tamable Wildlife: add Cougars to list of tameables
[Magiclysm] Add spellcasting proficiencies.
XE: Trait to avoid learning dream magick
Too much pain shuts down your powers
Edit spell UI word choice when using psionics
[MoM] High levels of weariness turn off your powers
More specific messages for being unable to use supernatural powers
[MoM] Edit portal storm conditions to support moddability, use that for Telepathic Shield in MoM
XE: Trait to avoid learning dream magick
[MoM] Oubliette works on NPCs now
[MoM] Utilise test_eoc functionality to reduce duplicate conditions
[MoM] Power maintenance message change
[DinoMod] Iguanodon
[Bombastic Perks] Add more perks
[MoM] Add `city_sizes` parameter to city buildings
[Sky Island] Add east bunker room upgrades to possible missions
[MoM] Rework Far Hand into the "Move items" power and Force Shove into the "move creatures" power
Tune conveyance spells with scaling modifier
[MoM] Add the Megakinesis telekinetic power
[Sky Island] Add buildable north chamber missions and mapgen
[MoM] Add actual fear effect to Primal Terror telepathic power
Aftershock: Add two crashed shuttle maps
[Bombastic Perks] Add Stormwrought line of playstyle perks
[MoM] Add pseudo tool to nether crystal outcroppings, add that tool as a possibility to contemplation recipes
[Bombastic Perks] Yet more perks
[MoM] Add zombie breaker, change MoM zombies to copy-from mon_zombie_base
[MoM] Fix Force Shove to account for target weight
[MoM] Add Astral Projection Clairsentient power
[DinoMod] falcarius
[Sky Island] Add west bunker room upgrades to possible mission
[DinoMod] skeletal looks_like fix
Technomancer pain ignoring spell
[MoM] Add `city_sizes` parameter to city buildings
Aftershock: New combat bionics
[Xedra Evolved] Even more paraclesian powers
[Sky Island] Upgrade central skylight missions and mapgen
Aftershock: Add a space station clothes store
[MoM] Using psionics in or near the Nether is more powerful, but also more risky
[No Hope] Adds a difficulty setting prompt to determine item spawn rates
[MoM] Add triffid psions
Aftershock: Add poison based bullets, grenades and 'toxic flamethrower'
Give Liam opinions in XE
Add new homullus mutations that increase equipment durability
Being mute prevents casting VERBAL spells
[Magiclysm] Being grabbed makes SOMATIC spells harder to cast
[Xedra Evolved] Make Paraclesian fae's magic easier in appropriate terrain
Aftershock: Basic Hacking EOCs
[Xedra Evolved] Make Paraclesian fae's magic harder in some circumstances
Adds another variant of Habitat Block to Aftershock. Also adds a new item group and monster group.
[Aftershock] Add the Esper scenario
Aftershock: Adds one variant of Habitat Block to the Aftershock Exoplanet. Also adds hackable display cases and doors.
Psionic powers say "Power level" instead of "Spell level" in the UI
[MoM] Torrential channeling research no longer has required proficiencies
Aftershock: Add urban farms as town buildings
Summon Mojocycle gets better at lvl 10
[Aftershock] Add the Esper scenario
[Aftershock] Esper additions
[Aftershock] Adds one the Solar Array Overmap special to Aftershock.
Give some map extras CLASSIC tag
[Aftershock] Add Spark to Esper scenario
[Aftershock] Add two versions of the Exosuit Garage, travel to Port Augustmoon, 6 variants of Enclosed Parks to the Exoplanet, and Enforcer station for Aftershock
[Xedra Evolved] Vampires can just drink blood. They can just drink it
[TropiCata] Audit and balance pass on termites and termite accessories
[Magiclysm] Add Hy-Brasilean ambassadorial honor guard profession
[Bombastic Perks] Add blood-themed perks
Aftershock: New craftable plasma gun.
(XE) Allow vampires to reach the fourth tier and add vampiric mentors
[Aftershock] Add Habitat Block 3 Mapgen to Aftershock Exoplanet
(XE) Tier 4 Vampire implementation
Aftershock Lore documents
[Xedra Evolved] Paraclesian fae cannot wear/wield steel or iron without problems (except Homullus)
[Xedra Evolved] Lots of Vampire stuff, new powers and power research
Aftershock: Add a tool and gadget trader to Port Augustmoon.
[MoM] Add gremlin, a Nether-touched fox, plus small monster tweaks
[MoM] Randomize monster power cooldowns
[Xedra Evolved] Add check for Salamander being near fire, not just in it
[MoM] You can't contemplate powers if you're too weary
[Magiclysm] Add Shifter druid profession + wildshifts
[Magiclysm] Add Iron Intolerance starting trait
[MoM] Add Sensor Jamming Photokinetic power
[Xedra Evolved] Add Iron Intolerance starting trait
[XE/Magiclysm] Update Giant Growth with new `TEMPORARY_SHAPESHIFT` flag
[Magiclysm] Diviner can send you to druid tower
[Isolation Protocol] Autodoc safe room variant
[Magiclysm] Add mana trait NPC trait groups
[Xedra Evolved] Add Skinchanger profession + hedge magic spell
Add more quests to Boann and the possibility to leave the world
[Magiclysm] Artificer attunement passively recharges batteries in inventory
Isolation protocol: Increase danger timer and remove sealed hallways from the mapgen pool.
[Magiclysm] Add Slow Magus spell
[Magiclysm] Vulcanists are immune to smoke and blistering
[MoM] Add MUSCLE_VEH_BOOST flag to appropriate powers
Document how spellcasting proficiencies work.
[Magiclysm] Make the Artificer and Storm Elemental attunement innately immune to EMPs
[Magiclysm] Add WATERWALKING and ITEM_WATERPROOFING to Body of Spirit spell
[Bombastic Perks] Sword and sorcery-esque perks
[XE] make Tier 5 of vampirism attainable + more vampire-related tweaks
XE Stalking Warper and Cryptid Video snippets
Add a bunch of new perks to Bombastic Perks
[Sky Island] Add bunker climate control upgrade
[MoM] Make Oxygen Absorption effect visible
[MoM] Update morphic reinforcement serum with MUT_INSTABILITY_MOD, switch it and noetic resilience treatment over to `consume_drug` use action
[XE] Add Tier 5 vampire powers
[MoM] Nether Attunement affects psionic calorie usage
[Sky Island] Add statue dialogue to let you repeat construction stages
Add `CLIMB_FLYING` flag, implement it in Magiclysm, MoM and Xedra Evolved
Add a new psychic animal, the Direhound.
[Xedra Evolved] Add Purifying the Air sylph spell
[MoM] Nether-void edits
[Sky Island] Add Warped Pond craft
XE Dreamwounds: Locations for spell item drops
Isolation Protocol: New lab shapes.
[Sky Island] Update Warped Pond recipe with man-made terrain
Add Teleportation Ephemeral Walk Power
MOM: Add Reality Tear Teleporter Power
[Xedra Evolved] Add werewolf start scenario
[MoM] Add QD944-P 'Mindsight' glasses
[Xedra Evolved] Add Homullus must wake up near humans fae ban + eating restrictions
[Sky Island] Make Beta security containers and better ones obtainable.
[Xedra Evolved] More Paraclesian restrictions
Isolation Protocol: Add roguelike style health regen and pain reduction
[Xedra Evolved] Add the "XEDRA Operative, Department of Extra-Normal Capabilities, SATOR Division" profession
[Xedra] Inventor: (Re)Add Dimensional Research
[MoM] Add Illuminate Photokinetic power
[MoM] Add Headblind trait and Latent Psion trait
[Xedra Evolved] Extend hedge magic research system
[Magiclysm] Move bulk of spellcasting proficiency processing to dedicated EoCs and out of spell JSON
XE Playable Gracken
[Magiclysm] Add spell school deficiency traits
Create the Martial Mastery mod, which allows you to develop your own martial art using a level up system
[Xedra Evolved] Add playable changelings
[Magiclysm] Add feral magus/high magus
[MoM] The liquid from the black Nether pools is now collectible and drinkable
[DinoMod] Astrodon
[MoM] Add Alien Meadow mutable map special
[Magiclysm] Fantasy species zombies
## Balance:
Cap melee skill gain based on monster melee skill
Simple deconstruct is much faster
Add denim as a material and buff jeans
Removed scent tracking from certain zombies
Cody can make chainmail armor and charges more
Rework melee, unarmed, dodge, cutting, stabbing, and bashing practice recipes to limit higher level practice actions to books
Remove flaming eye phantom melee attack that can disrupt aim
Converts most of the armor and clothing still using the old limb system to the new system with sub-limbs
partial skill levels contribute to most game tests
Portal Storm Coherency Pass
Stop zomborgs from exploding on death
Add a more accessible holy symbol mission, replacing the small relic one
Most materials now burn at least a little slower than gunpowder
stationary monsters don't let you train throwing to high levels
player can drag heavier vehicles
difficulty to repair depends on what the thing is made of instead of its crafting difficulty
Hound afterimages also copy their host nicknames
The player is substantially less effective with guns at low skill values
Lycra is less protective
BMI has a less all consuming impact on how healthy you are
Being badly wounded will always allow you to swap characters in camp while you heal
Intelligence provides a multiplier to current focus rather than adding to its value
More monsters fight back if cornered
Higher dodge skill lowers the stamina cost to dodge
Adds a mutable stream to the mapgen
Limit the times assassins can try to kill you.
Increase plastic variety, adjust plastics to be more realistic in terms of protection
Characters start with basic skills from their previous life
Climbing down stepladders is now safe; climbing down ledges tells you how risky it is.
Add NO_SPELLCASTING flag to Stunned effect
Improve pets' ability to use stairs
Make ferals actually feel like human enemies instead of weaker zombies with range attacks
Allow metal wreckage to be used for cutting
Slimy mutation helps you escape grabs
Caffeinated gum is now only slightly stronger than a cup of tea.
Improved path for intelligent monsters
Make safe place starts safer
Touch up pawn shops with better loot
Prevent staunching bleeding while driving
Threatening to kill NPCs(recruitment) is more likely to make them hostile
Backup generator is much more powerful
Bulk unloading and dropping items saves time cost
Fragile Clothing will degrade if its dealt damage larger than 15% its armor value.
Professions can start with specific recipes
Food irradiation slows food decay to a quarter, instead of making it last forever
Activity suit is actually waterproof, soft surfaces are less slippery, boomer ondeath effect can be resisted
Visitors Passes and Freight Badges no longer reveal roads
Hub14 no longer gives infinite pricey schematics
Removed FANCY and SUPER_FANCY from a bunch of items
Pianos can be fast-deconstructed and thus be moved as an item
Obsolete trickle charger CBMs
Bring ice axe in line with reality
Audit remaining magazines (.223, 9mm, .308)
Update books.json to rebalance religious book spawning
Retuned frag grenades to be less effective against ballistic armor and lose power over distance faster
Remove rapid strike from knives
Instability no longer accumulates or decreases; it depends on how many mutations you have, and how many are outside of your current tree
Pain is painful
Pain was a bit too painful
shoggoths cannot eat artifacts
Removed palm metal plating on brigandine gloves
City buildings are restricted to spawn in (more) appropriately sized cities
Unattended crops that are ready to harvest will die if not harvested before their next growth period
Make Quadcopter Drones Produce Sound
Make most plastic and glass containers transparent
Added limb blocking to bionic styles
The average skill level of NPCs will rise over time
Random NPCs have the same starting skills and proficiencies as the average new character
Food continues to rot at temp above 63C
Adjust Alpha to make breach harder while supporting future mutations
Lower the warmth values of some undergarments and thin clothes.
Switched Reload Speeds for Plasma Rifle and PPA
Bring volume calculations for player body more in line with realistic examples
Give pebble ammo type recovery chance
Display ordered NPC path on map, NPCs refuse to go to dangerous locations
Reduce Anthill Spawns
Science item group no longer littered with personal prescriptions
more monster balance documentation
update Hub 01 armor repair fees and timeframes
Add Wound Care proficiency for Park Rangers
Opiate shakes caused by cravings go away after taking opiates. Other shakes are unaffected.
Remove guaranteed residential solar, add random residential solar
Mortar is now a recipe on cement bags
let hospitalized humans revive as zed crawlers
Cramped space doesn't prevent sleep
rebalance beverage quench based on oral hydration index
Greatly reduce weak point proficiency learning times.
Adjust martial arts to have crit techs that do not require stun
Exclude PARROT special attack from monster difficulty calculations
Remove CLAWS from Judo, Aikido, Eskrima and Biojutsu
Change Frame, Heavy duty frame, steel plating, sheet metal, and related vehicle parts material to mild steel
Wielded items behave the same as ranged weapons when driving
Small changes to Quenching and tempering proficiency
Battery tools sanification
Obsolete and migrate legacy wire in favor of mild steel wire
## Bugfixes:
Crafting GUI: show how much recipe makes for non-charge items
Monsters add weight to vehicle when on boardable parts
Make AUTO_PICKUP_SAFEMODE also consider ignored mobs
Reset daily health at the end of each day
Food inside sealed containers is properly labeled as such in the [E]ating menu
Prevent autodrive from dropping vehicles in holes
Allow room for starting NPC when picking player starting position
Determine how much you can squish a soft container by its contents
mutate_towards accounts for bionics which CANCEL but don't CONFLICT with mutations
Fix files after a symlink in a directory all treated as symlink on Windows
Fixes marina spawns
Fix NPCs unable to trade items away if they have no pockets
Display IME candidate list and composition text correctly on Windows
Fix dark gray in the ncurses client for terminal emulators that support 256 colors.
Fixes mobile home park road connections
Flush map buffers after failing to create starting location
Smart controller supports using only one engine
Disassembly doesn't return items with UNRECOVERABLE flag
Feral cops become zombie cops
Fix wall cling phasing through floors
Add ability to remove plants from planters without destroying planter
Prevent broken vp in-place replacement when racked
Spellcasting tools no longer waste charges if you cancel out and don't actually cast the spell
Fix using unload_everything zone to remove gunmod gets copies of gunmod
Ferals can use their guns in GG
Prevent fire damaging unbreakable items
Fix energy guns(AFS) on NPC
Faction camps now distribute calories based on actual calories and not default calories
Fix calculation for inserting into nested containers
Make copy-from copy terrain/furniture examine actions
Prevent mission marker from being cutoff in the overmap
Exodii will now properly be mad at you if you steal all their resources from stone barns
NPC morale modifiers now updates regularly instead of being permanently applied
Fix UI and accessibility issues in the overmap UI and character creation menu
Fix unicode path encoding error in Windows MinGW build
Difficulty 0 recipes are no longer arbitrarily difficult
Make EOC u_sell_item() actually transfers the items' ownership
Improving NPC shooting frequency
Enable death effects on limited lifespan monsters
Make Hub01 globally unique
Charge integrated magazines when plugged in
Don't allow to scan books that are owned by other characters
Fix NPC putting items in open air when fetching items during an activity when 3D FOV is on
Trees and other FLAMMABLE_ASH terrain leaves behind ash when burned down
Do not report monsters breaking free of unknown grabbers if the player cannot see them
Allows certain docks to be placed on non-flowing shallow and deep water.
Fix the epilogue for the New England Church Community
Flat armor penetration is spread across all armor layers instead of applying its full value to each
Fix tow cables being unable to connect different vehicles
Smashing now incorporates any MELEE_DAMAGE and STRENGTH enchantments
'w'ield menu will now correctly trigger a steal warning when wielding an item that does not belong to player
Allow crafting tools to use linked electricity
Don't get randomly sick anymore
Itemgroups can seal containers
Spawned corpses should now spawn with and contain their clothes
Can no longer get stuck for days thinking about working out if you're a WIMP with NEGATIVE WORKOUT TIME
Prevent car from spawning into a house wall
HP widgets gets equivalent bodypart
Fix grainy glyphs in blended font rendering mode
Stop dodging good spells, fix uncanny dodge spell crash
Fix and improve NPC randomizer
Make sure overconfident officers reliably drop their guns
[MoM] Fix zombie telepathic stuns
Fix appliance power drain display right after plugging in/unplugging device
Fix items and furniture being deleted from grappling hook usage
Randomly generated characters are now aged appropriately to their profession
AIM: Display correct truncation of container names
Fix visible tiles revealing invisible tiles below
Fix furniture & vehicle map memory refresh
Monsters can go down ramps
Don't teleport items to the ground if the vehicle storage destination is full
Fix Free Merchants Broker price calculation of non charge based item
Skip auto sorting items that don't belong to you
Use correct actor in bulk trade messages
Your nemesis will still hunt you even if you spawn on a roof at the start
Picky eaters won't drink unsavory drinks
Corrects duplicates /the/ in martial arts techs messages
Gas masks only use charges on fields with gas_absorption_factor set
More background stories: actually access them
All weapon proficiencies can be learned by hitting
Fix items applying effects multiple times when transformed
The effect "corroding" should only be added when causing damage
Climate control was 3.7x stronger than it should be.
Allow sandwiches to be made using toast
Reduce NPC faction camp task slowdown & fix save data bloat bug
Fixed some items to cause multiple addictions
Allow NPCs to teleport without the player
Prevent infinite loop when spawning monsters
Fixed laser weapons mounted on vehicles not cooling down
Maps will once again show city names if they show roads.
No more infinite aphids
Stop milking dead cows
Allow pocket_mods to add magazine or magazine well pockets to items without them
Check BMR value to prevent dividing by 0
prevent_death EOC can sometimes fail and lead to permadeath
Adds annotations to construction menu entries done indoors, in trees, and that require supporting walls.
Fix AIM allowing distant container interactions
Show correct bodypart in grabs
[MoM] Quell Walls
Vehicle parts check creature size, increases storage of dumpster and vehicle parts
Prevent softlock when sleeping in cramped spaces
Invalidate draw point cache if viewport size or position changes
clarify repeater mod installation and add a vanilla quest for them
Randomizing character description will produce a matching outfit
Autodrive over bridges
Stable vehicle speeds with autotravel
Count charges in all nearby smoking racks to crafting inventory
Fix crash from reachability zones checking dead NPCs.
Fixes issue where some CBMs could be taken off via forcing a pet to wear them
You can use all kinds of ropes in all constructions now.
Did you know we didn't have any hallucinations for a while? now they're back, baby!
fix #71673, gives Chris’s body clothes.
Sheet metal is Low Carbon Steel
[Magiclysm] Fix Restoration duration
Hint that you need to return to the Representative for the Exodii Recon Mission
'A shadow?' is no longer a pinball.
Fixes excessive shadow lieutenant warnings
[Magiclysm] Add "spell_class": "KELVINIST" to Extinguish
Fix 32 bit integer overflow in bionic power level calculations
[Xedra Evolved] Fix Homullus fae ban
Say which specials could not be placed.
Fix assignment ID's with NECC mapgen EOCs.
Allows Infrared vision to see through smoke
[Magiclysm] Fix Peaceful Rest hobby
NPCs can overeat, starve, and dehydrate to death
Implemented drawing of non-English characters in ImGui screens
Fixed monsters which regenerate in the dark regenerating in daylight
Fix migrating from item variants when the variant has been deleted
NPCs can develop vitamin diseases
fixes issue where NPCs could take an item like canned corn as a donation and would remove the corn from the can and give you the can back.
Fixes issue where loading a forge with coal does not work
fixed issue where ImGui processes input that happens with no ImGui screens visible
Rest quality is not always positive, negative rest quality will slow your bandaged healing
Fixes ImGui keybindings UI not allowing the user to scroll
fixing issues where ImGui popup changes size sporadically. Fix issue where keybindings filter box deactivates unexpectedly
fixes issue where all ImGui windows display wrong when the window scaling is not 1
Fixed issue where new ImGui popup does not obey the default option requested by user
Fixed issue where the keybindings UI doesn't let you press the plus key to add a local keybinding
Fixed frame lag in imgui text inputs
Fridges do not drop 999 kilo of copper when disassembled
Cureall Effect (Panacea) now cures early stages of cold and flu
Fixed arrows disappearing when unwielded
Make pupating zombie explosion quieter
Fixed issue where new ImGui popup does not obey the default option requested by user
Fixed issue where the keybindings UI doesn't let you press the plus key to add a local keybinding
Fix segfault-causing error in _characters_nearby
Fix shotgun speedloader and speedloader chute
Do not try to unload your bow when it is not loaded.
Favorite ammo must be on the avatar.
Fix split vehicles always using the incorrect pivot point
Transformed active mutations (extended claws etc) properly cause instability
Only count CONTAINER type pockets in the pickup inventory
Allow select-all when highlighted item is non-selectable
Eddie can talk about his father.
Fixes issue where ImGui popup doesn't wrap buttons to a new line when the overall length is too long
Wet Towels No Longer Prompt to be Turned Off
Maybe prevent rare crater generation error
AIM: Now moving all items will not move favourite items, if other items are present.
Misc repair kit draws ammo from around player and inventory, opposed to an internal ammunition pocket.
Fixed issue where Android gesture inputs were not recognized by ImGui windows
Fixed arrows disappearing when unwielded
Fix for massive slowdown when NPC crafting speed drops below 0.0
Pseudo terrain appearing in fields when using mods is fixed (won't affect existing fields)
Fixes issue where loading a forge with coal does not work
Characters' spellbooks will not load invalid spells
Prevent segfault when butcher target disappears
Make Skunks Less Bloodthirsty
Oops - remove cramped space when no longer cramped
Correctly display the cost to learn the proficiency
Hordes won't wander without a reason
Allow using hotkeys to select spells in other categories
Monster difficulty (and exp for killing them) cannot be lower than 1
Fix connections like roads sometimes failing to gen on cityless overmaps
Correctly display pain penalties.
Removes Railgun Fouling
Save achievement files with valid and unique names
Monsters with PATH_AVOID_DANGER flag will more reliably avoid fire and other dangerous fields
Fix extension cords falling off when items are turned on
Properly warn if food will cause you to overeat
Not to shatter already shattered armor.
Make farm plots re-tillable in farming extension version 2
Break fake vehicle parts when the real part breaks
Fixes OM Terrains triggering their exit_eoc on entry instead of correctly triggering their entry_eoc
Raw copper wire (weighing 4.747 g) can no longer be disassembled into copper (5 g). New recipe to turn raw copper wire into copper.
Stop birdshot from firing 20 projectiles, each of which has the power of 100 projectiles
Travel to no longer cancels on moving up/down on a ramp
Offspring inherit friendly value from parents to prevent conflict with tamed parents
LIXA teleport death bugfix
[Magiclysm] Dust Reborn clears rads
Fix rat aggression
Fix android build
Clean water in tanks now stays clean
Webs, sludge, and sap no longer give you superhuman dodge and melee accuracy
Sealed recipes won't seal #71878
Readd condom flavours
New England Community Church also dislikes rabbit and bat mutants
fixes appliances turning off randomly
Fixing drawing of fallback tiles for weather on overmap
Limit shot targets to the reality bubble
Remove acid bombs
gate close displacement bugfix
Actually removes acid bomb
Prevent the unique Isherwood Migo Tower from Spawning in Innawoods.
[Bombastic Perks] Make perks unpurifiable
bugfixes related to burning buildings
Civilianize Semi Auto MP40
Stop wasting dodge attempts on things you can't even see
[MoM] Fix possibility of studying new powers concurrently.
Wrong header restoring saved AIM layout
Provide insertion failure reasons from only eligible pockets
Prevent segfault when unloading from spillable container
safer NPC ranged weapon use
XE Undine and Salamanders no longer sweat
Prevent segfault when target of firstaid_activity_actor disappears
Prevent segfault if repair item disappears
Prevent negative array index for floor_cache
Set owner of disassembly result
Avoid crash when the character has no proficiencies and we press enter on them inside Character menu "@