New scenario: Play as Feral and befriend with zombies (on certain conditions).
Added ability to manually connect and disconnect multiple power grids via voltmeter and some
materials.
Added shields to the game.
Further improvements to Rule of Cool explosions:
Chain explosions.
Items turn into shrapnel.
Custom animations.
Balance
Improved mechs.
Added craftable helicopter rotors.
Water cannons can now fire acid.
Buffed water purification methods.
Yet more tweaks to bows (decreased damage, strength cap is now a soft cap).
Tweaked power armor spawn locations.
New content
Added new CBMs. Some CBMs ported from existing mods.
A lot of locations reworked and improved.
Expansion to the Old Guard faction.
Infrastructure
Lab Finale rework.
Updates to build files.
Weapon categories for martial arts and gunmods (eases mod integrations).
Allow NPCs to use all bionic weapons not just the hardcoded list.
Improve code for NPC method of attack, generally improving their ability to choose weapons and
attacks. Allows them to reload magazines and perform combat reloads with single shot weapons.
Bugfixes
Multiple bugfixes related to NPC AI weapon selection and ranged attacks.
Fixes to off-road vehicle behavior.
Fix to the long-standing issue when not all overmap specials could spawn if there were too many
mods enabled.
Fixes to monster attacks and movement over z-levels.