New Implementations
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- Added Sling. Fires a stone projectile. Firing only reduces the aim meter by 30%.
- Added an experience.
Key Fixes
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- Damage from ranged weapons is now determined by the weapons' Substance, as previously, but also by your character's Perception.
- Range on ranged weapons is now determined by the weapons' Essence, used to be Vitality.
- Vitality and Marksmanship have always determined aim speed on ranged weapons, and still do.
- Fixed a bug with barter stands whereby; if both hands from one slot were in the same container, bad things would happen.
- Nidbanes now wait until they've seen their target taking an action (walking, or whatever) before they attack.
- Nidbanes now, when they are the aggressor, attack one-by-one.
- If you attack a Nidbane who is waiting for a particular target, and there are other Nidbanes in the area, waiting for that same target, all Nidbanes waiting for the target will attack you.
- Thus: The idea is that if the target fights the Nidbanes by being attacked by them, he only has to fight them in sequence, but if you instead try to pick them off one by one by attacking them, they will all aggro.
- Nidbanes sent to avenge a murder are now weaker the more proper a burial the victim has received, as suggested here.
Small Fixes
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- You can now read Grave Cairns from a distance.
- Grave Cairns are now far more allowing in terms of what tiles you can build them on.
- The owner of a barter stand can right-click an asked good in the stand to clear it.
- You can now inherit barter stands, fixing this report.
- Cheese now becomes Generic Gouda in 72RL hours, rather than 48, fixing this.
In the Pipe
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- There may be a fairly obscure crash bug with slings that we were unable to resolve. Feel free to help out by crashing the server.
Enjoy!