
Added two new hairstyles: twintails (long miku tails) and shag, which is like a choppy 80s style cut.
Redrew the mullet and side shave (formerly "long punk") hairstyles in all 10 colors to better conform to visual standards.
All 27 hairstyles are now visually represented in-game for male and female characters, and correctly come in all 10 available colors.
Renamed several hairstyles to make them match what the image in the tile depicts. This should make things a lot clearer.
Cleaned up and standardized the descriptions for all hairstyles.
Fixed the weighting so you're far less likely to see random people with purple hair, though they still exist.
Women should no longer grow beards if they have the Natural Hair Growth trait.
Added the Bearded Lady trait. A woman with this trait will grow a beard if she has the Natural Hair Growth trait.
Removed Natural Hair Growth from the list of traits that NPCs can randomly have.
This update is likely to embalden many characters. If your character is bald, simply use the debug menu, mutate, and select your preferred hairstyle. To change its color, press @, tab over to your hair trait, and press S to open the trait variant menu, then simply select the color you want.
Added tiles for the crustacean carapace trait.
Updated and improved the tiles for all levels of chitin, bark, and phelloderm for female mutants.
Fixed the placement of fangs, saber teeth, incisors, and the rodent muzzle on female characters.
Fur and gray fur now actually cover the head on female characters.
Fixed some visual issues with scales on female characters.
Made a number of edits and fixes to female mutation overlays.
Added sparse scales, shaggy fur, and scruffy fur mutation overlays for female characters. Male updates are coming it's just that they're different files and it takes a while to do them all.
Made several monsters use proper shadows instead of having them drawn directly in their tile.
Added some new text to mi-go parrot lines, removed some old bad text.
Adjusted the p90's wielded tile so that it looks more like the character's hand is on the trigger.
Monsters could not see down over ledges like at all. This was because of a very old bit of code in creature::sees() which was accidentally checking the light level at the target's z and the monster's xy. This was almost always going to be inside of a wall or a closed-up building, so the light level for monsters was always 0 and the function would return false. This has been fixed, and now monsters on roofs or crater edges can see you. An issue still remains where monsters on the ground can see you when you're on a roof edge, but the inverse is not true. That's next on the list.
Fixed some code that was making character visibility from mutations only work for the player.
Fixed up some translation stuff on the back end.
@Federkiel submitted a really great tile for the giant moth, a gorgeous lunar moth tile, plus tiles for the bug spray, two point sling, silver locket, ludo, mess kit, rubber sealant spray, compact chess set, signal flare, unfertilized bird egg, splatter guard, pipe cleaner, and pencil case.
@False Ritchie updated the Russian translation.
@aattss submitted a fix for the rate at which funnels fill containers when it rains. This was and continues too be really weird code, but hopefully this is the fix that makes it work properly for the first time since it was implemented.
@CN-Xuan submitted more fixes for the simplified Chinese translation.