
Added the electric spanner. This is an autolearned recipe for a homemade mod which helps you cock your crossbow if you are not strong enough to use it, reducing the weapon's strength requirement by 4. The device uses lithium batteries and must be switched on (activate your crossbow) to work. It will not fit on the heavy, pistol, or latchet crossbow, as these all use nonstandard cocking methods. Due to it being a huge pain to code it the other way, at present charge is not reduced per load and instead just slowly drains over time, so remember to turn the thing off when you're done.
The electric spanner requires 3 electronics, 2 archery, and 2 mechanics to craft.
Added the insect flight mutation. This is a post-threshold Insect trait that can be activated to allow you to take a big leap like a grasshopper, crossing over gaps, traps, and even going up and down Z levels without harm. Unlike the other leap mutations, this one can ONLY target the farthest points in its range, making it just slightly trickier to use.
Renamed the small electric motor to medium electric motor, the tiny electric motor to small electric motor, and added a new item called a tiny electric motor. The tiny electric motor is smaller than an e-bike motor but bigger than a micromotor, and is now what is used in devices like cordless drills and food processors.
Updated and improved a few recipes.
The weed farm basement is less massively stocked.
Fixed the scavenger crow sprite. He's back!!
Added new sprites for the kanabo and fixed a weird gap in the hiking backpack's sprite.
Fixed an issue where zombies could still sometimes yield human samples. It should now not happen ever, no matter what. Please report if it does.
Added a new sprite for sandwiches, got rid of the old gigantic ones.
Fixed up the drill press json so the item actually shows up properly as an item, as furniture, and as a deployed appliance.
Autoclaves now look like dishwashers instead of washing machines, because they look like dishwashers IRL.
Renamed oven to electric oven. Now it should always be completely clear which kind of oven you are dealing with.
Updated most appliance items to be activateable, which will deploy them directly rather than making you go through the construction menu.
Fixed some intrafaction hostility that was still going on with jabberwocks and their kin.
The Uncomfortable effect from wearing rigid armor without padding was apparently never set up correctly, and was reducing a bunch of limb scores to zero. This has been fixed, it now sets them to 80%.
Renamed Uncomfortable to Chafing. Updated its description to read a bit better.
Frostbite no longer immediately sets grip and manipulation scores to zero as soon as you're frostnipped, it now scales like its other effects.
Fixed some old errors with the various varieties of pupating zombies. They should all behave a bit better now.
Removed the listener zombie. This enemy was neither scary nor cool nor mechanically interesting, leaving it no reason to remain in the game.
Headless zombies can now evolve into regenerating or decayed zombies, representing either an overcorrection for their missing head or a failure to outpace the advance of bacteria while trying to regrow the thing.
Fat zombies were previously only able to evolve into bloated, pupating, or boomer types. That's more than a little weird! Zombie mutations are supposed to be working with whatever material is on hand, but they shouldn't be so predictable. As such, fat zombies are now also able to become brutes, acidic zombies, regenerating zombies, or (rarely) skeletal brutes as evolution turns the tissue on hand toward a variety of ends.
Made new sprites for bullet casings, shotgun hulls, and the joint and lit joint.
Nonstandard legs such as cephalopod arms now properly respect sidedness of items like scabbards.
Pale skin is now selectable in chargen as a regular old skin color. It remains a prerequisite for Albino.
Added new sprites for pale skin, albino, shell, roomy shell, and nacreous shell.
Grabbed, grabbing, and infection overlays should now be visible regardless of intensity.
@Federkiel submitted sprites for Arduino Experiments, Crafty Crafters Quarterly, Rummy-o set, .22 28-round conversion magazine, M1911 7-round magazine, PG-7VL 93mm rocket, rifle scope, OG-7V 40mm rocket, .450 Bushmaster 4-round conversion magazine, 10-round assault shotgun magazine, glow plug, jabberwock corpse, .38 speedloader, Glock 17 17-round magazine, handmade holy symbol, charcoal water purifier, wielded belt grinder, tobacco pipe, shuttlecock, pistol bayonet, survival marker, transponder circuit, piano wire, plastic pail, and fixes for the dish towel, giant moth, and bench vise.
@AtaxisNine added sprites and wielded overlays for: Browning Auto 5, Remington 1100 Competition, Ithaca M37 Featherlight, and DP-12 shotguns, PTR 603, H&K MP7A2, H&K UMP, and M3 SMGs, and the Blunderbuss, as well as flintlock carbine, flintlock rifle, flintlock musket, and the blunderbuss (bronze, not in use yet).
@Anatidaephobic fixed an issue where grabbed monsters dying could cause a crash on Mac and Linux (and probably sometimes Windows).
@aattss further refined the interaction between strength and nausea from gross food. You now get a small bonus starting at 10 str that scales up all the way to 19 str, and caps. This is just a chance to not get nauseous when the food tastes bad, it doesn't affect food poisoning or anything like that.
@CN-Xuan submitted updates to the simplified Chinese translation.
@Necula submitted sprites for the drill press.
@Anatidaephobic submitted a fix for a soundpack-related crash on Mac.
@aattss submitted a fix for an error which was causing strain and failure when trying to drag furniture to be more likely the higher your strength was. That's obviously backwards. Now being almost strong enough to consistently move something is better than being too weak to move it.