Brain damage and relevant poses. Permanent unless treated.
Entity fragility multiplier in Gore settings. Make humans (etc.) more or less fragile as you play.
Dismemberment could now expose stringy tissue that will loosely hold the limbs together
Limbs with enough flesh on them may eject chunky particles when shot, similar to brain-matter particles
Cobblestone wall
Stone brick wall
Stone brick
Ray Cannon
Liquid Duplicator
Cardiopulmonary Bypass Machine
Minor extra details to the default bullet impact effect (only visible when Fancy Effects is enabled)
Foliage leaves sway ever so slightly
Dimly lit objects are now desaturated to prevent unnatural looking brightness from vibrant objects
Burned foliage will now shimmer and char
Destroyed concrete now has loose, sharp rebar
Some more bullet ricochet sound variants
Some particles to limb crushing effects
Changed
Beam rifle beam will now crush limbs if they can't be sliced off
Brain matter particles are sometimes red
Detaching the head from the torso will instantly kill the organism
Flamethrower will heat things up less quickly
Worm staff wounds now are counted as stab wounds in the entity inspector
Decreased bleeding rate when most skin is gone
Energy Sword no longer sets everything on fire instantly
Doubled activation propagation limit
Firearm casings that are ejected now scale with the weapon
Blaster weapon muzzle flashes
Siren texture
Minor changes to fire particles
Changed Sentry Turret gun sound
Sentry Turret now targets torso over anything else
Human blood regeneration is slower
Achievement icons updated to current sprites
Made the plate stronger
Tritium can heal a dead brain
Blood no longer regenerates if the limb is bleeding or dismembered
Bandages' redness is now based on bleeding intensity
Impact damage on organisms is now much more dangerous. It can propagate through from the impact limb to other connected limbs to roughly approximate what would happen in real life.
Fixed
Auto healing again
Immortality serum
Acid is more effective and consistent
Burn wounds regenerating despite "auto heal injuries" being off
Heart rate monitor inaccuracy
Saving broken pistons being all messed up
Disassembler still discharging despite being broken
Firearms not always passing in the Cartridge
Slider slider width not adjusting to the actual scale
Impact intensity averaging calculation now removes outliers
Sentry turret no longer targets dead limbs if the human is still alive
Beam rifle beam is no longer effectively infinitely thin
Flamethrower going through walls occasionally
Flamethrower going through very small gaps
Fire extinguisher and flamethrower particles scale with the object
Critical drag tool bug
Tempered glass
Syringes and other small sharp things getting stuck inside people and potentially breaking their bones
Energy Sword impact vfx position
Weird debris issues to do with undoing
Minor performance improvements
Decimator will no longer occasionally be extremely loud when deleting multi-part objects
Removed
"You can set your collision mode to "Discrete" for a significant performance boost!"