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Sep 13th, 2020
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  1. Update 1.2.2753 add new gear, new permits, and many refinements
  2.  
  3. New features
  4. - New apparel - Beret: Worn by various lower-ranking Imperial nobles.
  5. - New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
  6. - New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
  7. - New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
  8. - New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
  9. - New permit - Steel drop: Call down some steel resources.
  10. - New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
  11. - New permit - Silver drop: Call down some silver.
  12. - New permit - Food drop: Call down some food.
  13. - When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
  14. - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
  15. - We now display a text mote when a player pawn gains a new level in a skill.
  16. - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
  17. - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
  18. - Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
  19. - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
  20. - Mods can now be tagged as translations in the workshop.
  21. - We now automatically add appropriate bedrolls to caravan.
  22. - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
  23. - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
  24. - Add some text content to refugee hospitality quest.
  25. - Recipes for crafted things now show work to make in their info card.
  26. - New artwork for orbital targeters.
  27. - Allow quick loading via permit shuttle from non-home maps with no hostiles.
  28. - Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.
  29.  
  30. Adjustments
  31. - Adjust text and icon for the 'Take drug' command.
  32. - In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
  33. - Move 'take to inventory' column over just to the right of the drug name.
  34. - Dirt now washes away in rain.
  35. - Changed precious lump hostile threats description to something more concise.
  36. - Psycasts are now sorted on the interface by category and then level.
  37. - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
  38. - Ensure all the mech cluster buildings wake up once it was attacked.
  39. - Adjustments to Precious Lump quest text and world object info.
  40. - Make pawns count as guilty while in aggro mental state.
  41. - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
  42. - Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
  43. - Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
  44. - Added faction icon to main work tab with click through to faction and scroll to faction.
  45. - Added max lodger count to hospitality refugee quest.
  46. - AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield.
  47. - Rewrite noble requests for help in the pawn lending quest.
  48. - Increase frequency of bandit camp mission and shuttle crash quests.
  49. - Food and medicine renamed to travel supplies.
  50. - Add hediff links to recipes for implants and parts.
  51. - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
  52. - Made nature shrines minifiable and reinstallable.
  53. - Made shrines improve anima tree meditation.
  54. - Farskip now affects colony animals if not on the home map.
  55. - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
  56. - Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
  57. - NPC pawns with titles now purchase random permits on generation.
  58. - We now show the player a feedback message when calling resources to a caravan.
  59. - Trade requests will no longer request patchleather.
  60. - Added quest look target when bestowing ceremony cannot be accepted due to threat.
  61. - Bestowing ceremony text now says that player is expected to keep bestower safe.
  62. - Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
  63. - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
  64. - Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
  65. - Change the "Tornado generator" targeter to a utility-slot apparel item.
  66. - Change the "Orbital mech cluster targeter" to a utility-slot apparel item.
  67. - Increased warmup time for aerodrone permits by 1 second.
  68. - Removed full-map light up effect of all strikes except orbital beam.
  69. - Icons of spacer armor now display as off-white instead of dark gray.
  70. - Adjust eltex gear colors to be darker.
  71. - Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
  72. - Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
  73. - Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
  74. - Bestower is no longer required to have archotech eyes.
  75. - Neural heat overload can no longer cause psylink degradation or any other permanent damage.
  76. - Member stripped goodwill penalty increased from 10 to 40.
  77. - Royal apparel production costs rebalanced.
  78. - Prevent farskip when caravan is overweight.
  79. - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
  80. - Optimize monument marker drawing.
  81.  
  82. Technical
  83. - Use the old root keys in PawnLend script to avoid breaking translations.
  84. - Reset pawns enemyTarget after recovering from aggro mental state.
  85. - Selectively finalize equipped stat offsets
  86. - Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
  87. - Spread out re-validating FloatMenuOption across multiple frames.
  88. - Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
  89. - Make the 'try add to inventory' debug option.
  90. - Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
  91. - Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
  92. - Added some missing apparel score offsets for utility armor.
  93. - GenStep_ConditionCauser now checks for existing buildings at scatter spot.
  94. - Medieval surgeries now have links to the proper hediffs.
  95. - Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
  96. - Remove remaining mentions of "default" load folder from ModUpdating.txt.
  97.  
  98. Fixes
  99. - Fix: Colonist with a sick thought won't meditate at all.
  100. - Fix: Pawn lend initial description and final letter mismatch.
  101. - Fix: Ability duration on the tooltip is shown in hours even for low values.
  102. - Fix: Gunlink displays shooting accuracy stat offset as %.
  103. - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
  104. - Fix: Auto-rebuild doesn't work on bridges.
  105. - Fix: Quest prisoners can spawn on door tiles and walk away.
  106. - Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
  107. - Fix: Psycast disabled status is not being updated in shrunk mode.
  108. - Fix: Auto mortars are always active.
  109. - Fix: Compressed commands are drawn from top to bottom.
  110. - Fix: Quest reward pawn died before quest was accepted.
  111. - Fix: Not all curve marks being drawn on graphs.
  112. - Fix: Errors on generating long range mineral scanner quest via debug tools.
  113. - Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
  114. - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
  115. - Fix: No mech cluster building is multi-selectable
  116. - Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
  117. - Fix: XML Attribute IsNull only works on simple fields.
  118. - Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
  119. - Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
  120. - Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher's y layer, and being clipped/obscured out of the camera
  121. - Fix: Auto Charge Turret fires when stunned
  122. - Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it.
  123. - Fix: Unfogging adjacent cells of buildings which are more than 1x1 of size doesn't work properly.
  124. - Fix: Grammar errors in a few 'title requirements not met' thought descriptions.
  125. - Fix: Apparel scoring algorithm ignores heat armor.
  126. - Fix: Rescuing downed noble ends shuttle rescue quest.
  127. - Fix: Bandit camp returnees don't unload.
  128. - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
  129. - Fix: Some wrong import settings on a few UI icon graphics.
  130. - Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
  131. - Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
  132. - Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
  133. - Fix: Rare exception when changing the "Allowed area" restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
  134. - Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
  135. - Fix: Bestower quest has a rootSelectionWeight of 1.
  136. - Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
  137. - Fix: Drug scheduling for inventory does not function when set to 1.
  138. - Fix: Stellarch and other non-rewardable title holding pawns don't get any permits.
  139. - Fix: Logging null leader error for factions which don't need a leader.
  140. - Fix: Meditation preventing pawn from attending a gathering or giving speech.
  141. - Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
  142. - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
  143. - Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
  144. - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
  145. - Fix: In custom-difficulty settings, the minimum value of "Turret rearm cost" was set to 1%.
  146. - Fix: Bestowing ceremony doesn't update permit points.
  147. - Fix: Extra newlines in quest descriptions.
  148. - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
  149. - Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
  150. - Fix: Resources with null stuffProps can be accepted as "Stony" resources in monuments.
  151. - Fix: NRE when trying to get all pawns with specific mental state in quest part.
  152. - Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
  153. - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
  154. - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
  155. - Fix: Animals refusing to eat reachable food when restricted to an area.
  156. - Fix: Exception during reward-giving Quests when custom-difficulty setting "Quest Rewards" is set to 0%.
  157. - Fix: Pawns don't face table when eating.
  158. - Fix: Healer mech serum heals love
  159. - Fix: Player blueprints prevent mech clusters from dropping.
  160. - Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
  161. - Fix: Some single-use utility items could be used multiple times via shift-clicking.
  162. - Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
  163. - Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
  164. - Fix: "Clear prioritised work" command can interrupt neuroquake cast.
  165. - Fix: Can't rescue invisible colonists.
  166. - Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
  167. - Fix: Caravan food auto selection gives rotting food higher weight.
  168. - Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
  169. - Fix: Errors on viewing bestowing quest while target pawn is not spawned.
  170. - Fix: Uncapitalized first letters in some paragraphs.
  171. - Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
  172. - Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
  173. - Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
  174. - Fix: Mission shuttles cannot auto loot.
  175. - Fix: Taking wake-up to inventory same wording as taking wake-up.
  176. - Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
  177. - Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
  178. - Fix: Teetotalers can use drugs normally by using the new gizmos.
  179. - Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
  180. - Fix: You can use farskip on the caravan you're in.
  181. - Fix: Received spelt recieved in mood and notification letter for titles.
  182. - Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
  183. - Fix: Prisoner refugee leaves when refugee quest ends normally.
  184. - Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
  185. - Fix: Permit prerequisites are removed even when you don't have the permit.
  186. - Fix: Can banish quest lodgers through character card UI.
  187. - Fix: Game breaks if quest lodgers have RunWild mental break.
  188. - Fix: Various typos.
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