
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.
Replaced all of the budget steel/fake chain and plate armor found in mansions and museums with replica armor.
Added code to ensure that replica items maintain their replica status even when transforming, as in the case of loosening a chainmail vest.
Replica weapons and armor do not benefit from the STURDY or DURABLE_MELEE flags, even if they describe being sturdy/durable.
Removed the "budget steel" material from the game.
Tool batteries have been buffed from 97 charge to 110 to fix an issue with some vehicle part installations being inaccessible.
Fixed some incorrect messaging on several sheaths and quivers. These items will no longer say that they are (poor fit) despite having no apparent penalty.
Creatures will now react to reach attacks from unseen sources in the same manner they do for throwing attacks.
Removed a leftover Foodplace reference.
Fixed blazer disassembly, it no longer violates conservation of mass.
Artificial sweetener no longer counts as junk food.
Sugar is gross to eat by itself.
The aluminum powder recipe no longer violates conservation of mass.
If a multishot attack (e.g. a shotgun blast) kills a target, projectiles which were going to hit the target except it died mid-volley are now removed from play rather than allowed to continue on and strike other objects, creatures, or the corpse. Projectiles which were not going to hit the target (even if they passed through its tile) still continue on as one might expect. This does not affect things like machine gun fire, only simultaneous multishots.
All arrows, crossbow bolts, fishing spears, sling ammo, slingshot ammo, and birdshot now have the NOGIB ammo effect. This effect was already applied to rat shot and some other low-caliber or pellet-type ammunition. This means they should leave generally intact corpses.
It is no longer possible to accidentally hit an overhead light by throwing or shooting through its tile. These features are assumed to be well out of the way, and are only targeted if a projectile terminates its trajectory in their tile, intentionally or no.
Fixed an issue where thrown items were unable to break overhead lights intentionally.
Fixed an issue where shooting at an overhead light would always hit items on the ground in the tile instead of the light, if there were any there.
Spilled liquids used to be placed on the ground and (if they were drinks) given the (dirty) flag. This had the effect of making people think that these liquids could somehow be recovered and used. This was never possible and it was never intended to be possible, and there was no mechanic to make said liquids evaporate or soak into the ground, they were just permanent clutter unless you felt like mopping, and because they tracked temperature for freezing, they were potentially adding slowdown if many such spills were in an area. As such, this feature has been totally removed. spilled liquids are now just immediately deleted from the game.
Dropping or spilling gasoline, napalm, or any other liquid that can act as tinder (so not diesel, which isn't easily flammable) now leaves a fuel field in the tile. At present it doesn't matter how much you drop, I'll probably add field intensities based on how much was dropped later on. This is a liquid field that is highly flammable. You can light it with a lighter, and any adjacent fires will easily spread to it. It cooks off pretty quickly, but you can use this to make a "fuse" or ensure that fires spread more in a bigger area. Remember that to get a big fire going you need more than just liquid fuel, the fire needs something to burn long-term so it builds up bigger rather like wood, cloth, etc.
If you are trying to burn zombie corpses, remember to strip them. There's a zone you can place that will do this automatically. Currently, clothing on dead zombies is treated as being "inside" the corpse, so it won't help them burn. Stripping them and dropping the clothes in their tile will, though you probably also ought to have plenty of wood piled on, and make sure you're not trying to do this in the rain. It takes a lot to cremate a human body so this isn't always a viable method, but under the right conditions it can save you a lot of time and effort that would be spent on pulping.
Some NPCs were bugging out when recruited and not following the player character properly. I have fixed all the instances of this that I could find.
Food and drink previously displayed as (old) if they had 12 hours or less to go before spoiling. This meant that fresh fish fillets, which go bad if left out at room temperature for 12 hours, were always displaying as (old). This has been fixed. Food items must now have less than 12 hours to go and be more than 50% below maximum freshness before the game will call them (old). Most items will behave as they always have, but uncooked fish fillets won't be (old) until they're down to 6 hours or less.
Flint and steel no longer require a forge and 2 hours of work doing ???. You simply need a steel fragment and flint and 4 ranks of ecology.
Recent changes to firestarting tools accidentally made it very hard to get an Innawood start going. This has been fixed. In Innawood (and only in Innawood) the large fire drill is craftable with 2 ecology instead of 4, the regular fire drill with 3. These updated requirements do not apply to mainline.
Cooking oil spawns are now standardized and use the proper containers, like jars for coconut oil. The overall amount of cooking oil spawns in the world hasn't been changed much, but the bottles/jars found in homes will not be full as often as they were.
Replaced the vegetable cooking oil that could spawn in the mansion scenario starting room with coconut oil. Food-grade oil is not a safe or appropriate lubricant for the activities which are implied to have taken place there, but coconut oil could conceivably have been used for a massage or something.
Grocery stores were spawning empty/looted more than half the time. This was not good. They now have ~66% chance to spawn "full" (still suffering from food shortages etc. but there's stuff in there), and something like 18% to spawn empty and 18% to spawn looted. Over the course of an in-game year, this will change to something like 66% looted, 18% empty, 18% full. This is only rolled when you discover the store, previously discovered full stores will not (yet) get looted. This only applies to grocery stores, not supermarkets.
Improved the spawn rate of stuff in grocery stores generally.
I am still not quite happy with the way food scarcity is represented in grocery stores and restaurants, they tend to be emptier than you'd expect even given the circumstances. I will revisit this soon.
Slightly tweaked the monster groups in grocery stores.
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.
@CN-Xuan submitted updates to the simplified Chinese translation.
@CN-Xuan 提交了对简体中文翻译的更新。