32I:
Fixed a careless error where entering the content settings screen would throw an exception, sorry about that.
32H:
Added an option to have leaders randomize their name and appearance when resurrected (though they still keep their stats), as a way of recognizing that they died.
Added an option to require confirmation if you try to load a game while you're in a game. The option is right there in the save/load window, and remembers what you set it to.
Fixed an exception when selecting transfer when there was a non-pred unit on your side.
Fixed an issue where sometimes units would not report needing an upgrade in the bulk item menu even if they did.
Fixed converted corpses sometimes not being oriented correctly. Now it should be foolproof, any living unit should be reoriented to normal standing position.
Fixed units being able to be converted into special mercs in pure tactical even if the option was disabled.
32G:
Added an option to prevent special mercenaries from being able to convert other units into copies of themselves, it can be a balance issue, or just a silly thing if there are multiple copies of the same special running around.
To fix some gender issues, in-game conversions will randomize the name and appearance of a unit if the two races have incompatible genders. I.e. going from something without genders to something that has them, or going from a race that can only be one to many. (Restrictions mostly appear for monsters.) There's also an option to force it to do the full randomize each time.
Fixed the conversion logic not correctly recognizing all items that shouldn't be there, it should now correctly remove all monster/special items in the first slot.
Monster empires now have their max army size properly set (which prevents them from going beyond what you specify as their max when they gain new units from conversion)
Fixed rebirthed prey being not oriented correctly.
Fixed a missing case where you could still convert a leader through one of the modes.
Fixed a fairy clothing piece that was layered incorrectly.
32F:
Changing a units race (either by conversion or the unit editor) will now strip any unique weapons they shouldn't have, and lock/unlock the inventory as appropriate. So a monster being converted to a cat would lose their unique monster weapon and have an unlocked inventory again. A cat being converted to a monster would gain the monster's unique weapon and have their inventory locked (though they do get to keep whatever their second item is)
Hireable village units now display their gender as well to be consistent with mercs/adventurers
KuroTenko conversion no longer works on units deemed immune to conversion (like leaders, eternal units, special mercenaries, etc.)
Fix for a couple of improperly flagged random digestion texts that could cause exceptions when triggered.
Fix for manually regurgitating enemy units not taking away the exp gained from swallowing them (was accidentally modified when I did the fix for endo regurgitation)
Fixed a couple exceptions relating to non-preds and the right click menu.
Fixed an exception related to breast feeding.
Fixed the functionality of 'drowning armies' in the map editor to work correctly again.
Fixed a bug that could cause the overheal exp gains for breast feeding and cum transfer to occasionally be insanely high values.
Fixed a bug where turning off the overheal exp gains didn't actually stop the exp.
Fixed a bug that caused crypter gender to not work properly. (They weren't intended to be gender restricted, but their gender would get effectively overridden.)
32E:
Fixed a couple of common exceptions that people discovered, sorry about that.
32D:
Incorporated Scarabyte's restoration of the old alt vore mod by KuroTenko. If enabled, it causes other vore types to have various additional effects.
Also it includes a revamp of some of the combat log text, and some shortcuts, like hitting right alt to set the screen to a specific zoom level.
Units will now keep track of their number of deaths and display it in the info card if it's more than one. (Basically appears for saved copies, resurrected units, lucky survival, eternal, etc.)
Fixed a glitch that could cause infinite recruitable units for players if multi-race flip was disabled and the village only contained one race and it wasn't the original race.
Bug fix for the AI for rebels disbanding their armies to save money even though they weren't charged maintenance.
The level setter in the cheat editor now supports 5 digits instead of 3 (this was requested)
Loading a saved game or going to the main menu should now clear any lingering subwindows (like notifications, or the small devour window), which fixes them becoming unresponsive until the game client is restarted if this happened
Adjusted the accuracy bonus for the low tier weapons to be slightly more noticible, by changing when the bonus is applied. It's still more efficient to always use the heavier weapon, but this gives the weaker ones a bit more utility.
Fixed an exception related to copying an army appearance to Demi-frogs.
A few minor sprite updates for some monsters by Selicia and HarryS
32C:
Taurus has holiday related clothes now.
Fixed a new rare exception. (For those wondering it's older versions of windows in specific time zones)
Transfering a monster army to a player now works properly instead of leaving the monster army and duplicating it and all the units.
Some fixes to Imp/Goblin sprites, including exceptions relating to changing their gender in the unit editor if they were wearing a specific outfit.
Also lowered the power of the clumsy trait a bit.
Added the clumsy trait to the correct frogs this time (though it fits for both so it will probably stay that way, though people can always modify it themselves)
Fixed a bug where really big panther bellies where overrunning from the sprites they were supposed to be.
32B:
Fixed a random rare exception that probably existed in V31A
Fixed an exception related to the troop scatter option.
Fixed a missing trait for the demi-frogs that was intended to balance them out.
32A:
Fixed an exception that would always happen if Zoey was present in her Holiday gear due forgetting to reslice a sprite.
32:
Added a holiday mode, that is active from Dec 1 to Jan 15 (Though it's already half over for this year), that adds holiday related decorations to the snow tileset, and adds clothing options (mostly santa hats, but there's a little variety for some reaces) to a bunch of the races. This can also be manually permanently enabled, or disabled, but defaults to the automatic mode based on the date. Note that characters will keep their customizations even it's turned off, but no new characters will generate with those, and they also can't be manually added to a character when it's off.
Imp and Goblin visuals got a major redesign to higher quality sprites.
Fixed a bug where armies didn't charge maintenance, apprently this failed getting properly fixed before. Since some people may be used to it now, there is the option to change the army upkeep. It will stay on 0 for loaded games to prevent a lack of money apocalypse, but new games will default to the old value, 3. You can manually reenable it in the in-game settings screen.
Added a couple additional levels of cheating AI, they basically increase the modifiers applied, and they also start getting bonus starting experience.
Fixed up some miscellaneous sprite issues for a few races.
Added a feature to the dropdowns, primarily intende for the race and traits dropdowns. Pressing a key with the dropdown open will scroll so that the first entry that starts with that letter is near the top of the visible area. So if you typed 'f' with the races open, it would scroll down enough so that fairies are visible at the top of the scroll bar. It also technically works for some other dropdowns, like the empires in the cheat menu, though it's far less practical when things aren't in alphabetical order (though it could still be useful in some situations)
The biter trait will no longer kill a target, instead leaving them at 1 hp, and forcing them to surrender even if that option isn't on. This prevents you from accidentally killing targets you meant to digest.
Added Reanimator and Reformer traits, basically more selective versions of the eternal trait, one making a unit come back only if it's killed by weapons or spells, and the other makes it come back if it's digested, with the other case being permanent death like usual.
Added an option for troop scatter. If enabled, retreated units will go to a random village individually, instead of the closest one, scattering defeated armies around more. (Also serves to break up eternal armies when defeated instead of sending them all to the same village)
Can now set the starting population for villages in a game.
Added an option to disable adventurers or mercenaries.
Added an option to have multi-race villages change appearance based on the most populous race within them. (Not automatic because there are some minor side effects for having villages change race, and people may prefer the normal graphics)
Added a cheat option to change the current population of a village.
Added a simple particle effect on armies that have an available level up during your turn.
Changed the logic so that eating a unit endosoma gives no exp, instead of giving exp and taking it away when regurgitating. (Cleans up a bug, and makes it simpler and makes more sense)
Mercenary/Adventurer info card now displays their gender.
Added the Inedible trait, which makes a unit unable to be eaten.
Can now using the cheat menu to change the relationship with goblins.
Can now cheat to replace races as special mercenaries (added by request, may have some minor bugs, but most people won't end up using it, doing this also enables breeding for that unit when it's in a village controlled by that empire)
Fixed a bug that could create a unit of an undefined race on very rare occasions.
Updated the random BV choice option so that the inital vore is still random, but any vore after that picks the breast that has less in it. (It looks better that way, and it makes sense that characters would balance the load in most cases)
Non-gendered monsters should now have their gender left off of the info panel, rather than displaying them as herm.
Claiming a gold mine with an army now prevents undoing that, so you can't just undo it and keep the mine.
Monster spawning has been slightly reworked. They can now spawn on any turn, rather than only on turns past the third turn, but to fix their early game issues, and just to make them more fair in general, they can't move on the turn they spawn.
The Ill trait has been renamed to Illness to avoid name collision with a few other traits (the parser would see 'ill' in the name of some other traits (like thrillSeeker), and it's simpler to rename this trait than redesign that.)
Added the Gazelle as a monster race.
Added a race of Demi-frogs as a main empire race. To keep the naming standards consistant, the monster frogs were named to FeralFrogs, so that Demi-Frogs could just be Frogs.
Hippos have had some additional vore sprites added, including the expanded breast vore sprites.
Fixed a few errant pixels on Avian bellies.
Added a cheat trait for unlimited vore capacity (basically a far more powerful version of the stretchy insides trait).
The dropdowns in the army cheat menu will no longer spill off of the screen.
Fixed a few rare minor exceptions.
Went back and removed the 'new character graphics option' that would give you the old old graphics for like 10 races if you disabled it. That gets rid of a bunch of old sprites and cleans up the codebase a bit. If you ever want to experience those again you can always play an old patch, but I don't think very many (any?) people played with those 10 old races graphics and 60 or whatever new ones.