The big one here is I fixed the "allies are enemies for one turn" bug. Sorry about that! It was a build-only bug, i.e. didn't reproduce inside the editor, which made it harder to track down than expected.
Gameplay/Balance changes:
- Using water to put out fire tiles now creates a protective steam cloud, instead of a damaging burst of steam. Using fire on Wet combatants still creates the steam burst.
- Reduced the flame-gathering range of Fire Tornado from 4 to 3; reduced targeting range from 7 to 5. Holy cow, how overpowered WAS this spell originally?!
- Magshield will still create counterattacks when you're hit for 0 damage.
- Orichalcum Bomb now works with Reallocate and Cluster Grenade.
- Cluster Grenade loses 1 subfragment (the v2 spell keeps all 5).
- Big Red Button now has a 5-turn cooldown instead of being 1x/fight.
- Common Ground is now cheaper than its upgrade, instead of vice-versa.
- Reduced cost of Contempt Draught from 6 to 4.
- The Jotun's mines can be destroyed.
Bugfixes:
- Fix a bug causing summoned allies to be flagged as enemies for the first round of their existence. This was a weird one!
- Fix a crash when cleaning up status effects.
- Fix player's movement being wasted if they click on themselves after having set a movement waypoint.
- Safety Protocols no longer stops Canine Implant's damage overflow or other "revenge"/"damage share" effects.
- Spells that move the player (e.g. Power Slam) also slide the match-3 board.
- Fix Plush Tapir's HP reward being inconsistent.
- Chickenscratch Map can only replace regular map fights (and not e.g. ambushes or event fights).
- Acrobatic Ribbon now works properly with long-distance teleports.
- Cluster Grenade shows its explosion AOE when targeting.
- Fix Cluster Grenade's subfragments sometimes failing to explode.
- Fix being able to get wholly inappropriate items from events if you already have every item that the event is coded to allow you to receive. You now get a random item from the common/uncommon/rare pool, and not e.g. paranoia modifiers.