diff --git a/data/changelog.txt b/data/changelog.txt index c7203bf097d9d..7c6163003beeb 100644 --- a/data/changelog.txt +++ b/data/changelog.txt @@ -74,6 +74,10 @@ Fixes NPCs being too afraid, makes swarm danger assessment more robust Add option to switch between outfit (when available) at chargen Animals have stomachs, digest food, and benefit from eating Enable NPCs to reload magazines in their inventory +Liquids crafted at camps will try to be placed inside zoned terrain/furniture that can hold them(LIQUIDCONT) +Hauling overhaul: you can choose which specific items to haul, whether to automatically haul new items, or haul items by filter +The player can gauge an NPC's personality during dialogue with them +The Han Solo Special: NPCs identify when fleeing is failing. Also adds flee modes and panic. ## Content: @@ -132,6 +136,10 @@ Add residential rolling trash cans. Adds Long awaited Exodii Sidearms Allow diving into water to remove Mycus spores. New Scenario: Last Stand +Boston-Chan costume set +Omelets and other egg based foods +New Epilogues for NPCs +Adds more fungalized humanoid/animal zombie variants. ## Interface: @@ -179,6 +187,7 @@ Add spell class selecter to spell casting menu Update gun mod removal UI to use inventory menu instead of a prompt; prevent removal of gun mods with other mods installed on it Show the mass of vitamins in food items Melee weapons tell you your skill is too low to see melee values instead of just hiding them +Shows the starting location for a scenario when there is only one possible option. ## Mods: @@ -246,6 +255,11 @@ Allow escape pods to carry loot planetside. [MoM] Add mi-go psions [Innawoods] Added meadow mutable [MoM] Drain overhaul + Power Maintenance overhaul +Aftershock: Add Landing Pads +[DinoMod] Animal Food Matters +[MoM] Separate NO_SPELLCASTING from new NO_PSIONICS +[MoM] Tinfoil hats protect against telepathy (sometimes) +[MoM] Add Electrokinesis path ## Balance: @@ -292,6 +306,7 @@ Threatening to kill NPCs(recruitment) is more likely to make them hostile Backup generator is much more powerful Bulk unloading and dropping items saves time cost Fragile Clothing will degrade if its dealt damage larger than 15% its armor value. +Professions can start with specific recipes ## Bugfixes: @@ -382,6 +397,11 @@ Allow sandwiches to be made using toast Reduce NPC faction camp task slowdown & fix save data bloat bug Fixed some items to cause multiple addictions Allow NPCs to teleport without the player +Prevent infinite loop when spawning monsters +Fixed laser weapons mounted on vehicles not cooling down +Maps will once again show city names if they show roads. +No more infinite aphids +Stop milking dead cows ## Performance: @@ -396,6 +416,7 @@ Stop clearing weight carried cache unnecessarily Precalculate visitable zones to optimize inter-monster aggression checks Reduced wait times in high traffic areas by ~15-20% Reduce time of selecting large amount of items in inventory menu +Fix armor resistances hotspot exposed by NPC AI improvements ## Infrastructure: @@ -426,6 +447,10 @@ Allow specifying vitamins by weight (mass) in items Add more comment-commands which apply labels to issues and PRs Migrate arithmetics function with arguments to math Provide more options to name monsters placed via mapgen +recipes now require activity_level, fake(previously substituted for MODERATE) is depreciated +JSON-ize slot machines +Faction editing on Debug menu +Change NPC faction from debug menu ## Build: