
Adjusted the chance for projectiles to hit items in a tile. Previously, this was purely based on the items' volume. Now, dispersion comes into play, and more accurate shots will be more likely to hit items. The main result of this is that if you want to waste a lot of grenades or ammo, you can use them to pulp corpses, provided they do enough damage, but also random items may get damaged more often.
Smashing terrain and furniture, either with a melee attack or by shooting it, can now make quite a bit more noise depending on how hard you hit it. This may prompt enemies to realize they are being shot at with a silenced weapon, though they still have very little AI set up for dealing with this circumstance.
Fixed shadows for the nursebot and giant moth.
Photographing a live monster for the first time now teaches a small amount of ecology skill. This teaching is uncapped and works at any skill level. At present, all monsters including simple animals like sparrows or cows award the same amount, and the quality of the photograph does not matter, simply getting them into your creatures record (which you can access via #, if you didn't know) is all that's checked.
The repair nanobots CBM now heals one HP every 5 minutes instead of one HP per minute. Additionally, it has a one in five chance each time to reduce your lifestyle by 1. The description of both the item and the bionic now warn about this side effect.
regenerates_in_darkness still had a ways to go before it was fixed. I came back to it and discovered that either the original calculations (which I had relied upon as correct) were either always completely wrong, or something had changed with how light works in the intervening years since it was written, so I tore out the old code. Now, such creatures never regenerate in sunlight. If there is no sunlight, then they scale their regen versus the light in their tile. A heavy-duty flashlight will stop it entirely within a tile or so, but not farther out. The messaging now offers yet more feedback to help you understand what is happening.
For some reason, it has always been possible for fatigue to go very far into the negative, which was the occasional source of some weird bugs. That is not how that works! You are tired or you're not! This has been fixed, and fatigue now has a floor of 0.
Optimized sleep code. Previously it was running a multiple rng() operations every single second and doing a lot of frankly pointless math which was bad for performance.
Heavy sleepers are a bit less likely to be woken up by light.
Cleaned up shout code. Screeching voice now makes you screech when you shout without saying anything, and being larger or smaller makes you inherently louder or quieter. You now also get better feedback about why you might be quieter than you'd want.
Animals at NPC faction camps will no longer produce eggs or milk on the premises. It is assumed that the NPCs are collecting these things for personal use.
NPC factions will no longer buy books or some other things. They were never meant to do so, that category just slipped by.
Teaching and being taught now work a lot better. The menus and dialogue trees have been simplified and several ridiculous bugs have been fixed. Before beginning a class, you are told how long it is going to take and you can choose to accept or cancel. Classes should no longer take ridiculous amounts of time or leave you with insane amounts of weariness. There are still many improvements to be made here, but it should at least do what it says on the tin now.
Smokes's solar panel mission has been fixed. He and Corrie at NECC now both ask just for solar arrays and not panels.
The cigarette-finding mission "Smokes, let's go." has been renamed to "One hundred cigarettes." because the mission had nothing to do with the man named Smokes, who is standing ten feet away from the random guard who gives you the mission.
Fixed a potentially unsafe check which could cause a crash when a distant monster looked at an unloaded or otherwise invalid NPC.
Workbenches can now be folded down by (e)xamining them. This should make them much easier to tote around.
It is no longer possible to eat dry rice unless you are a post-threshold avian mutant.
Refrigerators and heavy-duty freezers now face the proper direction when deployed as appliances.
The propane tanks that can spawn in the back area of the steel mill now actually have propane in them.
Vehicle turrets have undergone some major changes:
You can no longer manually fire a turret while you are under a vehicle roof.
You can manually aim an automatic turret with a turret control unit (press e on your controls) while under a roof. This action involves your character designating targets on a screen and pressing buttons to fire like it's a video game.
Turret control units are a bit less skilled now. Previously they had 8 skill, which is more than the CROWS turret monsters have.
Upped the amount of tracking dispersion monsters cause with their dodge skill. Monsters tend to have lower dodge than characters because they don't get all the stat bonuses etc. I should probably circle back and even this out across the board sometime.
The speed of manually aiming/firing a turret is now dex and not int(???) based.
You cannot manually operate a turret while driving.
You cannot manually aim an automatic turret while driving. You can still turn it on and off or chage its aiming and firing modes.
Turrets will no longer fire while jammed, overheated, shorted, etc.
Humvees and other turret-mounted vehicles no longer have a roof over the gunner spot, so you can use the gun. In reality there's usually a roof hatch or something there, that would be a reasonable part to add but for now it's just unroofed.
Added a safety check which wakes up a character if their thirst reaches parched. This check is skipped if you have severe hypovolemic shock. Drink water.
Ported the belt sander from DDA.
Ported the Luty SMG from DDA. This is a homemade SMG that can be made in 9mm, .45, or 40 S&W.
Optimized hearing code. It now avoids a ton of unnecessary checks if you're deaf, and is a lot cleaner and a bit faster overall.
Added the light sleeper trait. This is available in character creation and gives 1 point, or you can get it if you're a murine, bovoid, lagomorph, or avian mutant.
Light sleeper, light-sensitive, very light-sensitive, and dweller all make it easier for light to wake you up. Maybe put some tape over the windows, eh?
Light sleeper makes it easier for sounds and pain to wake you up.
When a character is finished sleeping (ie their fatigue has reached zero), their natural wakeup timer can now vary quite a bit. Heavy sleepers, characters with sleep deprivation, characters with low lifestyle scores, and characters who are addicted to alcohol, caffeine, or sleeping pills all take up to 20 minutes longer to wake up.
Light sleepers wake up much faster, sometimes in in just 30 seconds after fatigue reaches zero.
The Sleep Mode CBM will no longer wake you up if it's too hot or cold while you're sleeping. So, you know, watch out for that.
Depressions in fields should no longer break into sewers and other underground structures.
Deep water no longer reveals underground structures beneath it.
Renamed military diesel generator to huge diesel generator.
Removed huge diesel generators from just about everywhere that isn't military.
Cut down the rate of gigantic ultra useful generators. They're still around, but you're more likely to have to settle for a portable in the early days.
Removed generators from the spotlight roadblock.
Searchlights and riot turrets now die off after a couple weeks. CROWS turrets are generally assumed to be on more stable setups or less out in the open where zombies can punch them.
Reading morale was stacking up to 10x the max morale the book would give you. If you had bookworm, that was 12x. No. It no longer stacks. It lasts 2 hours and starts to decay at 1 hour. You can come back and read more later.
Spiritual+holy books no longer stack with bookworm, but instead use its same bonus.
Fixed some sound issues.
It is now possible to copy software like RobOS and HackPRO to other devices.
The refugee center doctor will no longer steal your phone or whatever if that's where you put your phlebotomy data from the zombie blood quest.
The finale of the rescue pilot's quest will no longer get stuck.
Crafting recipes which require software now work properly.
It is now slightly easier for the refugee center to spawn in the world. This may help those of you who have had trouble getting to it.
Fungal monsters are now all very resistant to stab and ballistic damage. They are generally weak to cut.
Fungal wasp types now have proper stats instead of all just copying from the worst one.
Fungal haze now actually uses environmental protection instead of doing it via hardcode and skipping over stuff. 7 enviro protection for the mouth (filter mask with filter) will protect you fully from a thin fungal haze. Regular fungal haze needs 10 for the mouth and 8 for the eyes, thick fungal haze needs 14 for the mouth and 10 for the eyes. A loaded gas mask is 15, so it shouldn't be too hard to stay safe. You cannot get a fungal infection from fungal haze on your skin, only eyes and mouth.
Terrain fungalization (via fungal haze or individual spore clouds) has been HEAVILY optimized. This was maybe the single greatest source of lag in fungal areas in DDA. I always assumed it was the fungaloids themselves, and to some extent it was, but apparently the spores and clouds were just monstrously slow on their own. Now they are much less so.
Fungal haze and spores are now far less likely to turn trees into fungal blossoms.
It is now much harder to burn live trees.
Dead trees burn more easily.
Fungal terrain is a bit harder to burn now, though it is still definitely flammable.
Fixed up male mutation tiles. Epicuticle, phelloderm, chloromorph, the 3 types of the level 2 bark mutation, pale skin, fangs, and incisors all look a lot better now. Fur, lupine fur, and ursine fur now properly cover the head.
Fixed up mutation ordering so snouts no longer look weird with fangs.
Fixed a minor issue that was making specifically grappler zombies more common than was intended. Grabbers should be more common early on now.
Fungal infections are now only applied 3 ways: By eating fungal stuff when you're not supposed to (lol), by being stung by a creature like a fungal wasp, or by inhaling fungal haze or getting it in your eyes.
Most fungal zombies occasionally emit puffs of fungal haze.
Fungal boomers, fungal skeletal zombies, fungal smokers, and all fungal insects and spiders explode in a cloud of fungal haze when they die.
Some monsters can spray a cone or cloud of fungal haze at enemies.
Fungal haze has a chance to fungalize any applicable monster (generally arthropods and zombies) every second they're in it. The chance scales with intensity.
Monsters which are organic but don't have fungal versions instead get hit with a stacking damage over time effect which can be pretty nasty. This only applies to monsters, characters use the fungal infection mechanics.
Added fungal bears.
Fixed several errors in the fungal monster stat blocks.
Fungal structures can now appear in swamps as well as fields and forests. This does not increase the incidence of fungal stuff, it just adds more places for them to choose from.
Very slightly turned up the number of zombie deer in the world.
@Caba da Muleste da Paçoca fixed the rest of the software retrieval quests to prevent them from stealing your phone.
@Goodgulf_PL added a ton more plushies to the tileset.
@Federkiel submitted ton of tiles for fungal monsters, as well as several items that needed them. The monsters looked so good that they inspired me to spend all night fixing fungus.
@Vask submitted a fix for a typo in one of the medium hairstyles. It is no longer "medum".
@Caba da Muleste da Paçoca submitted a fix for the grazer mutation. It will no longer look for "alien grass".
@Federkiel added several new item tiles, including the crdboard snack box, firecracker, dish towel, skate wheel, patchwork scarf, high-pressure pump, vacuum sealer, pasta extruder, wayfinder, and steam gears.
@Federkiel also added a tile for the fursuit zombie. This enemy only appears as a hallucination.