This patch fixes an incompatibility between "SF2E Ancestries" and "Android Ancestry" where if you were subscribed to both, the game would fail to start. Now instead, to be an android, you can choose either mod as your base, and then pick feats from both mods as you take ancestry feats.
Full patch notes:
Character content:
New spells: spout, quench
New items: staff of water (greater, major), staff of fire (greater, major), paralytic poison
Art:
Encounters (S7E2): Made the portal effect prettier (thanks, Qwert!).
Balancing:
Tactics: Fixed that enemies using area attacks (cone, line, burst, and emanation) considered Large and larger creatures multiple times when determining the value of an emanation.
QoL:
QoL (grappled): Escape now displays success chance directly in the caption.
QoL (sickened): Retch now displays chance of success.
Rules: Attack of Opportunity now uses the new reaction popup, allowing you to see all triggered attacks of opportunity simultaneously, and select the order in which to execute them.
User interface:
Text: Improved the display of some actions in the battle log.
Text: Punctuation is no longer shunted off on the next line if it only just barely doesn't fit on the previous line.
User inteface: The battle log now shows flat checks done on the caster (such as Synthethesia) as a separate line rather than as part of the attack roll or saving throw. Target-specific checks (such as concealment rolls) are still shown as part of that attack roll or saving throw.
User interface: Fixed that tabs on the portrait selection screen appeared "scrunched up," especially on resolutions other than 2560x1440.
User interface: Resistances in the damage log now show where they come from.
User interface: The hero stat block will no longer overshadow the subclass screen when you're trying to learn more about your granted spells such as for the Sorcerer.
Rules fidelity:
Classes (Fighter): Fixed that Power Attack didn't give you extra damage dice at levels 10 and 18.
Classes (Sorcerer): Fixed that the Hag bloodline effect would trigger also on an enemy that went briefly under your control when you cast You're Mine.
Classes (Wizard): You can no longer use cantrips with Clever Counterspell against non-cantrip spells.
Feats (Counterspell): Besides counterspelling with the same spell, you can now counterspell bless with bane and vice versa.
Monsters (nalfeshnee): The demon now has more abilities.
Rules (domination): Fixed that you could "win" an encounter even though there was still a temporarily dominated enemy on the battlefield.
Rules: Fixed that some effects that last for a specific number of turns didn't expire at the appropriate time when the caster died.
Spellcasting archetypes: Fixed that if you had spellcasting from two or more sources, spells you cast from scrolls wouldn't always use your best possible ability modifier for that spell.
Spells (Blood Vendetta): Now displays in battle log and interacts better with other effects and immunities.
Spells (Divine Decree): Fixed that it banished even targets where Incapacitation would have prevented banishment.
Spells (Friendfetch): Fixed that creatures would sometimes appear stuck in other creatures when resolving this spell.
Spells (Friendfetch): Fixed that if you had enabled the rule that allows concealment to work against allies, then Friendfetch worked anyway even though you missed on the concealment check.
Spells (Weird): Fixed that a failure on the secondary Fortitude save didn't cause the creature to die.
Bugfixes:
Encounters (S7E2): Fixed that the portal effect for the final planar gate (to Heaven) overlaid the columns.
Feats (Combat Grab): Fixed that it appeared as inappropriate always, even if you had a hand free.
Items (cloak of elvenkind): Fixed that you could activate it again even if you were already invisible.
Rules: Fixed that if you healed HP and should recover from Dying at start of turn simultaneously, sometimes the dying recovery check would happen before you recovered that HP.
Text: Fixed a regression that cause the reaction symbol to not appear next to some reactions in the battle log.
Modding:
Modding (reversal!): ModManager.RegisterFeatNameReplacement now takes priority over modded feats, as per its xmldoc description.
Modding: If two or more mods you're subscribed to register an ancestry with the same ancestry trait, the game will no longer crash on startup, and both should work, and you should be able to use feats registered by either mod when using either ancestry.
Classes (Monk): Strikes and maneuvers generated by Flurry of Blows now have Trait.FromFlurryOfBlows
Character content (beyond the level cap):
New items: celestial armor, robe of the archmagi, shadow essence, blisterwort, spell-eating pitch, clubhead poison, death knell powder, lifeblight residue, cerulean scourge
Added deepest cantrips to base game psychic's conscious minds (foresee the path, dancing blade, and weight on your shoulders (homebrew))
Four-Leaf Clover:
New chapter: Chapter 5 (War). Advance to level 14, gain your most powerful class feats yet, then join the Kingdom's armies in the Western Reaches as you take the fight to the demons in order to recover the final missing piece of the Four-Leaf Clover!
Art: Chapter 4 (Hell) now has map backgrounds.
Art: There is now an animation for creatures entering and exiting Archibald's Magnificent Mansion.
Retcon: The demon lord referred to as "the Dark Trickster" is now "the Dark Mother".