The vehicle system no longer uses fake parts. These were the duplicate parts that would appear when you turned your vehicle to prevent skewing from opening gaps in the walls as horizontals became diagonals. This worked, but it caused a lot of issues downstream, it made cars functionally much bigger and harder to maneuver, and most of all it looked really, really bad!
In lieu of fake parts system, I have backported a solution from Bright Nights which simply preserves impassability and line of sight blocking from the vehicles northward orientation when it skews diagonal, preventing zombies from phasing in and out of your car when it's turned to one side. This was tested and properly blocks gunfire, enemy vision, NPC vision, player vision, movement, explosions, gas and smoke, "spells" like boomer bile, and everything else you'd expect.
At this time, three minor issues are known to remain, which shouldn't cause any problems for the player and may even be advantageous until fixed:
Advanced Inventory Management can move items through diagonally skewed vehicle walls.
If the player has any source of IR vision, they can detect heat signatures through diagonally skewed vehicle walls.
If a light source is outside the vehicle and the player is inside where it's dark (or vice versa), diagonally skewed vehicle walls may appear illuminated when they should be shadowed. This has no gameplay effect and is essentially just a visual error.
All three of the issues above are high-priority for fixing, I just need to figure out how the code works for all of them, as they're all systems I don't have a ton of experience working on.
Other Stuff:
Horses and deer are less commonly found in large packs in the world. It can still happen, but you're now more likely to see loners or pairs.
Horses and deer now have a variant which replaces some of their spawns in the world. These are the sick deer and lame horse. The deer is suffering something akin to CWD, possibly from exposure to contaminants, and is slow, weak, and very out of it. The horse has one or more broken legs and can't move. Both of these unfortunate creatures produce less meat when butchered and will almost invariably die within a week or two, becoming the frail zombie deer and lame zombie horse. These two zombies are weaker versions of the normal types, so the end result and sort of the purpose for this whole thing is that there should be fewer gangs of robust forest creatures waiting to stomp you and specifically you into the dirt on day 3.
Fixed a bug that was causing freezes and crashes while crafting or deconstructing.
Благодаря @IRNIAT русский перевод игры теперь завершён на 100%! IRNIAT говорит по-русски, однако сам перевод был выполнен с помощью машинного перевода и может содержать ошибки. Если вы заметите что-то неточное или странное, пожалуйста, сообщите нам, и мы постараемся исправить это как можно скорее.
EN translation: Thanks to @IRNIAT, the Russian translation for the game is now 100% complete! IRNIAT speaks Russian, but the translation was done by machine and may contain errors. Please report these if any stick out and we'll fix them as soon as we can.
Removed some outdated descriptions for night vision mutations that mentioned them being activated to turn on and off. These mutations are passive and always offer their benefit.
Fixed some bad item and monster IDs left over in Sky Island.
Migrated some battery types that had been missed in the big battery update.
Renamed the "lips" sub-bodypart to "mouth". It was only "lips" because mouth was a bodypart, but we renamed that bodypart to "face" so now we can call the sbp "mouth" and that makes more sense. It does make sense...right?
Fixed Gradual Mutation not removing itself when the character crosses the threshold.
Attempted yet another fix for Extended Claws. Hopefully it won't de-evolve again.
Updated the translation completion messages in the interface options menu. Apparently these aren't automatic and need to be done by hand. Who knew?
Disabled the XXXL trait in chargen. This trait is a fun idea, but because we do not have any mechanics related to hunger, blood sugar, electrolytes, or ketosis, the trait was simply an overpowered start that allowed the player to simply ignore many of the survival mechanics for several weeks to multiple months of in-game time. Losing weight in real life is an extremely difficult process, and in a survival/combat situation, it should be a challenging balance between eating enough food to have enough energy to get through the day while eating little enough that you're able to lose weight. The trait will be re-added to chargen once mechanics properly support this.
Parkour no longer makes you move faster over standard obstacles (chairs, tables) unless you are running. As it was, the bonuses you were getting on these tiles made them essentially free to walk over. I understand that logically some Parkour maneuvers IRL may be done from a standstill, but Parkour is not about conserving energy, it is about going fast. In Cataclysm, going fast means running, conserving energy means walking.
This change does not affect Parkour's bonuses to climbing, its fall damage reduction, or any of the other odds and ends it helps with, nor does it affect bonuses or penalties from traits such as Bad Knees, Strong Knees, Scuttle, or Feline Flexibility.
Reduced the amount of honey received from mundane beehives.
Sojutsu now correctly uses spears instead of polearms.
Fixed some remaining references to hallula in recipe requirements.
@Metekillot contributed a fix for tame horses not being able to carry characters of high but still totally reasonable weight.
