Mini-turret accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.
Autocannon damage increased from 25 to 27.
Autocannon accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5.
Uranium slug turret damage increased from 50 to 55.
Uranium slug turret accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.
Mortar miss radius reduced from 10 to 9 (when playing without classic mortars active).
The accuracy of mortars is now related to a pawn’s shooting skill. Skill level 8 makes it the same as before. Higher skill will make the mortar more accurate, while lower skill will make it less accurate.
Turret ammo cost is no longer factored by difficulty.
Reduced uranium slug turret cost per shot from 3 uranium to 2.666.
Combat - Enemies
Reduced termite mech’s thump cannon range from 25.9 to 24.9.
Added a way to make special per-faction raid strategy probabilities.
Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
Changed termite thump cannon’s damage multiplier versus walls from 4x to 2x (so their damage versus walls dropped from 540 to 270). It now requires 2 shots from a termite to destroy a 300hp steel wall.
Changed breaching axe’s damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).
Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
Adjusted human factions’ raid strategy selection weights for slightly more variation.
We now vary meal textures depending on ingredients.
Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
Meal inspect strings now display information regarding their ingredients and who would accept eating them.
With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
Meal-related thoughts now display which meal caused the thought.
Added food restrictions for meat or veg only meals.
Added special thing filters for meat and veg ingredient-filled meals.
Add insect meat food restriction and special things filter.
Add cannibal food restriction and special thing filter.
Don’t apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
Add LookTarget to the cure message shown when using healer mech serum.
Restored the healing message displayed after using a healer mech serum.
Pawns can now install pre-built furniture even if it is incompatible with their ideo.
When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles’ durations in the context menu.
Biosculpter’s inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button’s tooltip.
Some research now requires high tech bench: brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis.
Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
Slaves are now worth 75% of colonists in terms of map wealth and population.
Terminals in worshipful villages now take 3 seconds to hack.
Changed slag steel chunk mass from 5 to 8 so it doesn’t weight less than the steel you get by smelting it.
Added a loading tip describing fixed wealth mode.
Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it’s fairly useless otherwise).
Fix: Hood and torture crown have no armor ratings.
Fix: Transport pods built before last patch have 0 capacity.
Fix: Uninstalling and reinstalling a mortar resets its cooldown.
Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
Fix: Newborn animals from other factions don’t leave with faction.
Fix: High life precept description doesn’t properly display mood range.
Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.