Characters (player or not) will now attempt to disassemble everything they can in a disassembly zone when told to do so, rather than stopping after the first item.
Characters will attempt to deconstruct every part of every vehicle in a disassembly zone, rather than giving up the first time they find something they cannot do.
The messaging for characters failing to complete assigned tasks is now much less confusing. I would prefer it be clearer, but the code for generating those messages is very unfriendly and hard to work with, so this will have to do for now. If an NPC seems to be done before you expected, they probably just need a tool they haven't got.
Start location zones no longer appear as blank lines in the zone manager. They're irrelevant during gameplay so you don't see them at all now.
Cut damage now causes the most bleeding per point of damage, followed by ballistic, followed by stab.
Previously, the order was ballistic > stab > cut. While gunshot and puncture wounds can cause horrendous bleeding in real life (and in the game, it's based on damage dealt, cut just gets the strongest scaling per point of damage), they tend to create narrow wound channels which can have the effect of compressing vessels, while cutting injuries lay large areas of flesh open and have a much higher chance to hit an important vessel.
Some body parts, such as the arms, legs, and especially the head, can now bleed if hit hard enough by a bash attack. Bash causes far less bleeding than the other types, so this effect is generally going to be minor unless you really get walloped.
Against monsters, this is simplified but generally similar: Cut deals 100% bleed, stab and ballistic deal 75%. Bash never causes monsters to bleed, though that could be added in via the weakpoint system at a later date.
Cephalopod limbs now bleed a bit less overall.
Added the exterminator profession, which begins with a chemical sprayer, two tanks of insecticide, a can of bug spray, a couple bug bombs, and a van, as well as a few appropriate skills.
Cleaned up a few leftover references to "applied science". The skill is just called science now.
Electric chainsaws have had their power draw reduced, and they now come with heavy tool batteries by default. These saws are still the worst choice for big jobs, but will run for 10-15 minutes on a full charge instead of, like, one.
Circular saws and angle grinders have also had their power draw reduced, and also come with heavy tool batteries by default.
Updated the description of the heavy tool battery.
Updated to-hit values for chainsaws and circular saw.
Updated polesaw's startup EoC to match chainsaw's.
Electric saws no longer hitch and fail to start up like gas ones, though they can fail if damaged.
Fixed starting charge amounts in these items when they spawn in the world.
Full plate armor, riot armor suits, leather armor suits, tire armor suits, and chainmail suits now only appear as separates. This is to address a number of bugs and exploits with these items, but also because there was just no good reason to have both suits and separates, and nothing else in the game was really being done that way.
Massively expanded the loot tables for armored feral humans, museums, pawnshops, and mansion medieval armor. There were tons of items like lorica segmentata and sallets which just weren't appearing anywhere. Now there's way more variety in both replica and real form.
Made a number of fixes to tileset issues related to these items.
@CN-Xuan submitted updates to the simplified Chinese translation.
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Updates 9-26-2026
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