Changes made in revision 7942:
Camp Hiemalis is located on the edge of a sequoia forest. The hilly terrain is well suited for gliding but can be challenging when precise movement control is required.
There are four traps that overlap with two large transformers - a powerful combination. The catch: the traps must be entered for two seconds to activate. They will then remain active for 15 seconds after exiting. The timer can be reset at any time by entering the trap again, no matter how briefly. Of course, a sure instinct is required, because the captured spiders will hardly miss this opportunity to attack you.



I found a way to automatically import new camps without starting a new journey. As a result, both Camp Hiemalis and Anguis (the camp introduced last week) should show up instantly on the world map, provided you've uncovered enough camps.
Note that this applies to infestation mode only. In doomsday mode, journeys are very short and available camps are selected at random anyway, so I figured it would be overkill to (randomly?) include new camps. But let me know if you have a different opinion on this.
Dialysis units now also remove pending intoxication. This makes them much more effective. Before, they were often just not worth the effort, because you had to stay for a considerable amount of time. Now that you can get rid of intoxication completely in 1 or 2 seconds, they are definitely worth considering.
I noticed that I jump sometimes unintentionally. This typically happens when I am being chased by some very fast spiders. In the heat of the moment, of course, I find it difficult to analyze what exactly is happening. After observing it for a while, I got the impression that it mostly happens when I touch down after a gliding flight and then don't let go of the space bar fast enough.
In this situation the game already blocks jumping for half a second, so I extended that period to a full second. That helped noticeably, but it still happens occasionally. I'll keep an eye on that.