These are the new changes over the past week, collated by yours truly with this hacky script :P
Content
#67810 - New weapon: kanabō
by ampersand55
Summary: "New weapon: kanabo"
#67834 - Make swarms of bees needing an apiary a little more obvious
by MNG-cataclysm
Summary: "Make the bee-apiary relationship a bit more obvious."
#67758 - Add better infrastructure to support Aftershock Skullgun
by anoobindisguise
Summary: "Make the aftershock skullgun cbm cooler"
#67734 - Adds the Motorhead random NPC class, audits scientist and doctor
by I-am-Erk
Summary: "Adds Motorhead NPC class and adjusts scientists and doctors"
#67867 - Mapgen: Urban house addition
by Devengel
Summary: "Mapgen: another urban house"
#67894 - Add more things to Defense Mode
by MNG-cataclysm
Summary: "Add more stuff to Defense Mode."
#67852 - Drinking veterans for the Ancilla bar
by John-Candlebury
Summary: "Drinking veterans in the Ancilla bar let you raise faction reputation"
#67923 - Coconut additions
by bowmaster93
Summary: "Add coconut bowls and coconut water"
#67922 - Ranchers get a long rope on spawn for their horse.
by Froffy025
Summary: "Cowboy & Rancher professions spawns with a long rope for animals."
#67695 - Add the first part of the Exodii warehouse mission
by SariusSkelrets
Summary: "Add a new mission to the exodii, as described by #59905"
Features
#67593 - NPCs actually flee - playtesting requested
by I-am-Erk
Summary: "NPC fleeing behaviour adjusted and slightly improved"
#67854 - Meaningful car, boat, and bicycle proficiencies
by gadgetpatch
Summary: "Adds basic vehicle proficiencies for driving and boating, as well as athletic proficiencies which increase muscle engine output."
#67870 - NPC AI/ fleeing adjustments 2: Come back, little NPC
by I-am-Erk
Summary: "Tweak NPC fleeing AI based on playtesting"
#67907 - Default loot zone
by smileynet
Summary: "Add 'default' lowest priority loot zone"
Mods
#67822 - Fix some problems with the Defense Mode merchant
by MNG-cataclysm
Summary: "Fix some problems with the Defense Mode merchant."
#67816 - [DinoMod] loot and grammar fixes
by LyleSY
Summary: "[DinoMod] loot and grammar fixes"
#67757 - [MoM] Add Enervation damage type, apply it to Eater and feral vitakinetics
by Standing-Storm
Summary: "Add Enervation damage type, apply it to Eater and feral vitakinetics"
#67839 - [Defense Mode]: My Sweet Cataclysm compatibility
by MNG-cataclysm
Summary: "Add Defense Mode compatibility with My Sweet Cataclysm."
#67833 - Mods Over Matter: Defense Mode Compatibility for MOM
by MNG-cataclysm
Summary: "Add MOM compatibility for Defense Mode."
#67814 - [Magiclysm] Add three Earthshaper spells
by Standing-Storm
Summary: "Add three Earthshaper spells"
#67841 - Mythos compatibility for Defense Mode
by MNG-cataclysm
Summary: "Mythos compatibility for Defense Mode."
#67801 - [Magiclysm] Add Whisper of the Leaves druid spell
by Standing-Storm
Summary: "Add Whisper of the Leaves spell"
#67542 - [MoM] Allow Premonition to detect dangerous world events
by Standing-Storm
Summary: "Allow Premonition to detect dangerous world events"
#67872 - [Magiclysm] Edit Nature's Commune to provide morale and only be castable outdoors
by Standing-Storm
Summary: "Edit Nature's Commune"
#67891 - [MoM] Make psionic powers unteachable
by Standing-Storm
Summary: "Make psionic powers unteachable"
#67843 - [Magiclysm] Even more spells (7 spells)
by Standing-Storm
Summary: "Even more spells (7 spells)"
#67840 - [Magiclysm] Potion fruits!
by Standing-Storm
Summary: "Add potion fruits and recipes to make them"
#67817 - [Magiclysm] Add fantasy species starting option
by Standing-Storm
Summary: "Add fantasy species starting option"
#67873 - [Magiclysm] Fix Electric Waves enchant
by Standing-Storm
Summary: "Fix Electric Waves enchant"
#67884 - spell-highlight: properly highlight spell target tiles in TILES build when not using tileset
by OrenAudeles
Summary: "Show spell target tiles in TILES builds when not using tileset"
#67903 - gives the mercenary officer/ghost custom descriptions
by Daved27hundred
Summary: "Mercenary Officer and Mercenary Ghost enemies no longer copy descriptions from the blackops zombie and bio-operator"
#67893 - Instead of calling exit(), reset and signal the default handler
by alef
Summary: "Fix signal handler: call to exit()"
#67928 - Nerf lift thrust of rotorcraft by 6 orders of magnitude
by ZhilkinSerg
Summary: "Nerf lift thrust of rotorcraft by 6 orders of magnitude"
#67920 - Bugfix: Exploding 💥 zombie cows with landmines
by inogenous
Summary: "Exploding zombie cows with landmines"
Balance
#67819 - Cooldown All The Leaping
by TheSaddestGoomba
Summary: "Increase Leap Cooldown for all mundane frogs."
#67824 - Correct inaccurate Kickboxing moves, let you start with it.
by Aerin-of-the-Toast
Summary: "Adjust Kickboxing and let you start with it"
Performance
#67791 - Code optimizations reported by static code analysis (2023-08-20)
by ZhilkinSerg
Summary: "Code optimizations reported by static code analysis"
Interface
#67847 - @ menu UI scrolling
by Brambor
Summary: "@ menu improvements"
I started breaking the npc ai with regards to fleeing behaviour. It's still pretty sketch but I hope to have it sorted soon. Mostly trying to make them run away more logically when faced with groups or injuries. Currently they're a bit too chicken about zombies that are far away... This is desirable since it stops them from blasting into groups and getting mauled but it's way overtuned.
Also did some long overdue mostly invisible work on random NPC classes. I would like to do more there but there are only so many hours in the day