
Weapon-only styles like Niten Ichi-Ryu were failing to use the basic unarmed techs (kick, punch, headbutt) when a character was unarmed, resulting in said character failing to learn unarmed or benefit from extra damage from worn items. This has been fixed.
Several musical instruments were obnoxiously good armor when worn. This is no longer the case.
The bone flute is less entertaining than all other instruments on account of it being a bone you drilled holes in.
Fixed some messaging for NPCs playing music.
UPS is gone as a concept. A few items still run on it, so the item hasn't been fully deleted, but it is now renamed to power bank and represents not some secret government super thing, but a power bank like you charge your phone off of when you're out camping.
Power banks now charge by linking up to a power grid, not by eating tool batteries.
Tool batteries held about double the charge that these items can in real life. This has been fixed. This may make some electrical tools (e.g. chainsaws) annoying to use: that's how it is in real life.
Fixed some bugs with the optical cloak.
Laser rifles consume less power per shot.
The voice remodulator CBM has been given a new description and named the bionic voicebox.
Removed the scimitar. Someone correctly pointed out that this is an Italian catch-all term for basically all kinds of curved swords from North Africa through the Middle East that was more than redundant given that we actually specifically feature so many of those weapons. In its place, the talwar now spawns quite a bit more often.
The cutlass is now slightly shorter and lighter than it was.
Removed leg and arm alloy plating. These CBMs are super old and don't make any sense, and they've long since been supplanted by the skeletal bracing CBM (which adds bash armor to arms, legs, and torso) and the carbon filament CBM, which adds cut/stab/ballistic armor to the entire body. I debated reworking them for a long time, but ultimately there's no solution I like that isn't just, "if you want metal arms, wait for bionic arms to come out (which is soon)".
Reduced the cut and stab protection of the carbon filament CBM a bit. It was quite high, still tuned for DDA numbers. It's meant to take the edge off, not fully soak hits.
Made the titanium skeletal bracing and carbon filament CBMs slightly more common. Previously, the arm/leg plating was quite common from some sources, so this helps ensure you can still get bionic armor.
Updated windchill messaging to make it more clear.
Fixed some code related to getting wet when you swim, specifically on the head and torso.
Traits were affecting air drying rates, but the code was outdated and pretty lame. Now, when air drying:
Fur, feline fur, summer coat, and scruffy fur dry 50% slower.
Lupine fur and ursine fur dry 25% slower, as these are winter coats designed to shed water.
Slimy and Viscous characters dry 200% slower. I'm not currently happy with how wetness and sweating work for such characters - the slime ought to keep them constantly moist but also insulate them somewhat, which isn't really how the code works currently, so this will be revisited later.
Scales, chitin, thick scales, and feathers will cause a character to dry 50% faster.
Any armor item can now be a replica, just like melee weapons. Replica armor is clearly named and labeled, and has 66% the protection values of regular armor.
Began replacing budget steel chainmail/platemail spawns with replica versions of those items. Budget steel is going to be phased out once I finish doing this.
Fixed up itemgroups for these sorts of things so that many more item spawns may now variably be replicas or not.
Added a greater variety of medieval/premodern weapons and armor to the itemgroups which spawn them.
Replica weapons and armor do not benefit from the STURDY or DURABLE_MELEE flags, even if they describe being sturdy/durable.
Added or updated many weapon sprites, including the talwar, kilij, kriegsmesser, switchblade, rapier, poignard, poleaxe, halberd, lucerne hammer, and I know this isn't a weapon but patchwork scarf.
Updated the sprites for all bears. They are now as large as you'd expect a black bear or one of its mutant/zombie variants to be.
Added a sprite for the wool cloak and frail zombie deer. Redid the leather cloak sprite to be darker and more desaturated.
@Federkiel submitted sprites for the sleeveless longcoat, sleeveless fur longcoat, sleevless faux fur longcoat, sleeveless leather longcoat, refrigerant tank, cutoff disc, power bank, pearl collar, deer skull, fencing épée, switchblade, pack of firecrackers, fur scarf, faux fur scarf, chipmunk, giant locust, mink, lemming. and improvised lockpick.
@aattss found a pulping bug that was interfering with stamina loss. Now you will properly burn stamina again while pulping.
@dynst fixed the densities for peanut butter and jam.
@eugene-lesnov submitted a number of fixes which will ensure that many strings which were not being extracted for translation (and were therefore untranslateable) are now picked up by the extraction script.
@eugene-lesnov 提交了一系列修复,这些修复将确保许多之前未被提取脚本提取、因此无法进行翻译的字符串现在能够被正确提取。
@eugene-lesnov представил ряд исправлений, которые позволят скрипту извлечения теперь находить множество строк, ранее не извлекавшихся для перевода и, следовательно, остававшихся непереводимыми.
Ran the string extraction script, updating the translation files so that translators may work on the new text.
运行了字符串提取脚本,更新了翻译文件,以便译者可以处理新的文本。
Запустил скрипт извлечения строк и обновил файлы переводов, чтобы переводчики могли работать с новым текстом.
@CN-Xuan submitted more updates to the simplified Chinese translation.
@t7613 submitted a fix for the sleeping bag roll. It no longer looks like you're inside the sleeping bag when wearing its rolled up version.
@dynst found a filing cabinet full of trash in the mall and submitted a fix so that it's full of filing cabinet things instead.