
Corpses and dormant zombies that revive while under a vehicle will now try and crawl out to one side, unless there's a hole in the floor they can pop up through. They should otherwise never appear inside of a vehicle. If they can't find a space to crawl out to within several tiles, they will stay dead but not rotting until the vehicle moves.
In the future it might be neat to try and make them break through the vehicle floor or turn into dormant zombies if they're trapped for too long. I'll have to revisit that when there's time.
Corpses that are inside of a vehicle will still revive inside of the vehicle.
Creatures that die inside a vehicle will try to place their corpse in the vehicle. If there's no room, it will fall on the ground as usual.
Characters now drop their wielded item when they die, rather than putting it inside of their corpse. The game will try to place it inside a vehicle if that's where they died.
Dormant zombies no longer stand up with full health despite showing as damaged, bruised etc. corpses. Their injuries are real, so they should be as hurt as they look. However, a dormant zombie is not actually dead, so they don't get the usual slowdown that revived monsters get from coming back from a damaged corpse.
Fixed an issue that was causing NPCs to sometimes delete the item they were holding when trying to wield something else.
Aranean and chiropteran mutants can once again climb up walls if they are crouching or running with their hands free and they have the appropriate mutations.
Removed the medical variants of the zombie brute, regenerating zombie, and both types of zombie pupa. These were not statistically different in any way, they just had different inventories since they used to be a doctor/nurse/EMT. Because these monsters almost always evolve from a regular medical zombie, there was no reason to duplicate them. Furthermore, some of them were implemented by daisy-chaining copy-from entries, which was resulting in a lot of bugs. Other medical variants such as the skeletal type have been left in place as they have amusing sprites.
Knit scarfs are made of wool and not cotton.
Hostile NPCs placed by assassination jobs, such as the bandits in the bandit cabin mission, are now flagged to return to their starting location whenever they're idle. This should stop them from endlessly fleeing into the woods and making it impossible to complete the mission.
Bandits and other permanently hostile NPCs are now much more brave and aggressive. They chose this life, after all.
Removed all remaining references to "Hell's Raiders." There is no one single supergang of bandits, they're just random jerks who have formed gangs of varying sizes.
Fixed an exploit that was allowing players to haul items up ladders, trees, ropes, etc. You can only haul things up stairs or ramps.
Fixed an issue where having multiple traits that speed up eating time, such as shark teeth and mouth tentacles, could make eating cost negative seconds, which the game interpreted as "forever", with disastrous results.