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Releases: rheirman/WhatTheHack

v0.19.4

16 Sep 16:13
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  • Added Bio tab for hacked mechanoids, and the possibility to rename mechs there.
  • When a modification fails, you should get back the upgrade module
  • You get back most upgrade modules installed in a mech when disassembling the mech now.
  • Several fixes for how bills are assigned at hacking benches. If a hack or modification fails, the bill should be re-added appropriately.
  • Fixed: impossible to remove a mech that is downed on a hacking table from it.
  • Possible fix for situational issue with maintenance.

v0.19.3

14 Sep 18:55
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  • Fixed: mod options not able to handle a lot of factions and factions/mechs with very long names.
  • Fixed: mechs with vanometric module using mechanoid platforms during caravanning while they have plenty of power.
  • Fixed: not possible to craft vanometric module.
  • Added Japanese translations (by Proxyer), simplified chinese translations (by LingLuo), and traditional chinese translations (by Biscuit)

v0.19.2

10 Sep 09:47
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  • Buffed vanometric power module.
  • Decreased how much a mounted turret's power consumption affects mech power drain.
  • Part regeneration of smaller body parts consumes less mechanoid parts. This makes mechanoids that are likely to loose small parts much more viable.
  • Partially fixed problem involving the mass usage calculation being inaccurate for mechs with turrets mounted on them during caravanning.
  • Fixed problem with mounted turrets dissapearing when a mech walks near the map edge.
  • Fixed problem involving colonists trying to mount deployed turrets on mechs, resulting in things despawning.
  • Small fixes in text descriptions.

v0.19.1

08 Sep 09:03
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  • The raid point budget of enemy hacked mechs can now be configured in the mod options.
  • Rebalanced mechanoid workshop costs.
  • Small changes in descriptions.

v0.19.0

07 Sep 19:24
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Initial release.