
Movement modes no longer work in deep water. You are swimming, there's not much to be said about your posture beyond that. In the future it might make sense to have fast swimming ("running") vs regular swimming ("walking"), but the movement modes as they currently exist are not able to properly model that as swimming uses totally different code.
A broken leg will only cause you to fall over if half of your legs are broken. This means that e.g. a cephalopod can lose a few arms before having to worry.
Cephalopods can now drive cars and operate bicycles.
Quadrupeds with one broken leg can still crawl or run provided they have two working arms. Quadrupeds cannot operate a bicycle with their arms if one leg is broken.
Swimming is now an extreme activity. This will not properly show up in the sidebar most of the time because of how activity levels are refreshed, but rest assured it is burning kcal.
Fixed an issue where lagomorphs were being double-penalized on carry weight when walking upright.
Insect wings no longer speed you up underwater.
Digitigrade legs and their chiropteran/aranean equivalents no longer penalize you for "walking" underwater.
It is no longer possible to use leap mutations in or under water, excepting batrachian's crushing leap which works in water but not under it.
It is no longer possible to use bull charge while in or under water.
Shouter, screamer, and howler mutations now give a message when they go off.
If an NPC shouts, screams, or howls in your vicinity and you both see and hear it, you will be notified of who specifically made the sound, rather than just being told that something is howling to the north or whatever.
Headless Horrors now move 33% faster and can "see" 3 tiles out instead of 2. Their attack speed is 10% faster than it was. Don't wake daddy!
Huge spiders of all kinds have had their weight re-evaluated and they're now generally less bulky and quite a bit lighter.
Web spiders now lay fewer eggs more slowly than before. They also grow up and die a bit faster. This should help (but not totally fix) the issue with late game spiderwebs being filled with like a hundred of them.
Added a worn overlay for the kettle helm.
Suitcases and large suitcases are now vehicles.
Luggage now tends to have more interesting stuff in it, including books and electronics.
Suitcases and outdoor trash bins now immediately tip over when pushed by a monster.
A large number of holsters, pouches, quivers, waterskins, and similar items now fit over mutated anatomy when they did not before.
All those weird wearable totes like briefcases are no longer wearable. That never made any sense. If you are carrying a bag, you are carrying it.
Adjusted encumbrance values for leg-worn quivers.
Birchbark items are made of dry plant, not wood.
Most 223 guns now accept grip mods.
Made a number of fixes to monster and character movement and range checking. This should (but probably will not) squash every instance of monsters attacking or being attacked through solid ice, diving under docks and sewer walkways while standing on them, and having improperly calculated movement speeds compared to the player. One remaining issue is that monsters slowed by snow do not (yet) register this information in their description, and will still be described as faster than they are. A fix for that will be forthcoming.
Fixed some more issues with meat inheriting or contributing incorrect nutritional values when cooked in various ways.
Field dressing a corpse no longer prevents it from reviving most of the time. As with bleeding, if the corpse is able to revive and it's field dressed, there is a small chance it will be pulped. Note that this chance only applies to corpses of monsters that were already zombies, you don't need to worry about that fresh deer you bagged exploding because you tried to field dress it for the ride home.
Most terrain and furniture are no longer mineable. Exceptions include the stone slab, small, medium, and large boulders, and outdoor pavement which is not part of a bridge. Knocking out walls requires smashing, explosives, or the use of masonry saws via the construction menu.
Removed auto-mining. This was an ancient and very silly feature from back when you could just walk through walls basically. This is not the same thing as zone mining, that's still in.
Greatly buffed the bash damage on both pickaxes, and reduced the stab damage. It's certainly reasonable to say that a pickaxe could smash through a wall, which is what the smash command is for. Now they're better at doing that.
Fixed the bronze pickaxe's to-hit and weight, it is now more like its steel counterpart.
Added DIG 1 to both pickaxes, allowing you to use them for basic digging tasks.
Currently this means solid earth and solid rock can no longer be dug out except by explosives. I don't think I have a problem with this. Digging solid bedrock is effectively impossible, and digging any kind of a cellar in solid earth would quickly cause cave-ins without properly installed supports. That means it'd have to be a multi-step construction rather than just 30 minutes per tile of you magically boring the place out. We have no such construction at this time, so for now minecraft is canceled.
Thatched roofs no longer require ecology 7 to construct.
Lowered the ecology requirement to construct wells and root cellars.
@CN-Xuan submitted a number of updates to the simplified Chinese translation.
@Federkiel submitted new sprites for the adhesive gauze patch, pencil sharpener, petrified eye, tuning peg, noise emitter (on+off), crazy mansions, welding blanket, shotgun primer, cabbage head, lettuce head, rubber sole, 20-round shotshell belt, pin reamer, handful of shredded lettuce, leotard, thermal shirt, circular saw, longcoat, fur longcoat, faux fur longcoat, leather longcoat, and greatcoat.
@Caba da Muleste da Paçoca submitted a fix for the pack hunter trait, which was missing its combat_catchup skill training bonus.
@Caba da Muleste da Paçoca fixed up the worn overlays for the sallet with visor up and down.