
Because guns are dangerous, monsters which can shoot them ought to behave in a predictable manner. Therefore, monster special attacks that use guns are now standardized as follows: Grabbing, being grabbed, being blinded, being disarmed, being downed, being webbed, or having the maimed arm effect will prevent all monsters from using guns or similar attacks like crossbows and thrown rocks. Not all monsters are subject to all of these conditions, but if you see one of them on a monster, you know it cannot shoot. This does NOT apply to things like the yugg dart, where it's merely spitting a thing at you, but it does apply to turrets, and of course to feral humans and other robots.
Fixed up feral human names a bit more, just for better prose.
Adjusted armor values for some feral humans and mi-go.
Fixed the shipwreck orientation on the MSX overmap.
Made visual improvements to pits. They now join up correctly, shallow pits are now part of the connect group, deep pits no longer appear bottomless, and everything looks a bit cleaner overall.
Reach weapons were previously able to accidentally hit non-allied NPCs that got in the way without prompting the player. This prompt, which NPCs automatically say no to, was the only thing preventing your followers from accidentally spearing neutral NPCs. This may be why people were having so many issues with the refugee center's back bay quest. Well, that and them firing scatterguns in a smoke filled room full of other people. In any event, reach weapons are now more thorough about trying to prevent friendly fire.
Fixed a case where hallucinated NPCs could drop real weapons.
Some dead trees were not harvestable, making it harder to get sticks than it should have been. This has been fixed.
Fixed and added a number of tiles, including young fungal tree, fungal tree, crows, ravens, and scavenger birds, the harvested dead tree, and more.
Effects can now display different overlays based on their intensity.
Bleeding now has 4 intensity icons. The worse it is, the more blood drops are in the bubble, from 1 to 4.
Deafness no longer displays an icon unless you are fully deafened. This should help cut down on icon spam in combat, which can be a real problem. Note that this only affects earplugs, mp3 players, and deafness from loud noises. If you have the deaf trait we are going to assume you're aware of your deafness and don't need a constant reminder.
@AtaxisNine submitted ant, ladybug, lobster, opabinia, sanctacaris, scarab, tarantula, and termite plushie sprites.
@RigScill submitted new sprites for dog variants: 2 triclopeans, 4 unknowables, 1 mongrel, 1 translucent, and updated existing mutant and standard dog tiles to conform to tileset standards.
@aattss came up with a fix for an issue that was making throwing weapons very inaccurate in some cases, and I implemented it.
@Federkiel submitted a large number of tiles including the the giant frog, jabberwock (2 versions), protean giant, small aquarium, medium aquarium, loyalty card, terraforming jupiter, chunk of sulfur, aluminium crutches, silver watch, polaroid photo, and EMF detector.
@Drawsstuff submitted a large number of tiles including the xlr microphone, diamond, ruby, amethyst, onyx, topaz, opal, malachite, tourmaline, garnet, diamond, triffid flesh, and both versions of the armored madman.
@Mark added overmap tiles for the triffid grove tile and subsequent tiles for its higher z levels, triffid field that surrounds the grove, desolate barn, survivor camp, survivor bunker