An enemy’s vision stat will now represent how far they can see in cardinal directions (diagonal directions will reach slightly less). All enemies have had their vision updated to be around their actual view distance before.
Added noise: Certain things will create noise. Enemies that hear noise will move towards the source, then continue wandering if they can’t find anything.
Currently these weapons create noise: Revolver, Gatling gun, laser cannon, ray gun, Winchester, Flamethrower
Added 5 new mutations to the pool:
Teleportis: %3 to randomly blink nearby every turn
Psychotic Rage: %1 to go berserk for 10 turns every turn
Screaming urges: %3 to shout, creating a noise every turn
Arboreal Transmutation: %1 to turn into a tree for 10 turns every turn
Unstable Evolution: Gain 1 radiation every 60 turns.
When in tree form you will now gain .5 food a turn in sunlight, equivalent to 2 photosynthesis perks.
Photosynthesis has been moved from the mutation pool into the perk pool, it can now be gotten from tomes of experience
Magnet ring chance to generate bullets lowered to %3 from %5.
Fixed a bug where multiple magnet rings weren’t stacking.
Cigarettes now always provide an instant speed action after 10 turns, rather than having a %10 chance each turn.
Experiment now starts with cigarettes
Enemies will no longer show their visible tiles until they’re examined. This is to try and reduce visual clutter. This can be reverted by toggling the ‘Show enemy vision’ option in the pause menu.
Perks, mutations and statuses are now color coded
Fixed a bug where clicking on an item to use it would break casting control
Fixed a bug where after choosing an option in the discovery window, the game would still consider the cell clicked as being currently hovered over. This also broke casting control
Fixed a bug where the player would continue berserking even in death