34A:
Fixed up some miscellanous exceptions.
Fixed an exception if there wasn't a valid message for the type and the units. (Cumfeed was missing a more generic message, but this is a safety net for everything. )
Fixed a couple of minor graphic issues for the demibats.
34:
Added Komodos as a race, they're in the mercenary category. They were created by Micadi.
The Equines sprites have been completely redone.
Updated Demi-bat sprites by Micadi. Due to the large changes in the Equines and the demibats, any existing characters will be re-randomized, both to avoid potential errors, and so that any new types appear properly.
Added a random spell option to the create pure tactical screen. Note that it's not even remotely attempted to be balanced.
Reduced the prey exp bonus from 30% to 15%. Was originally intended to keep them competitive, but sometimes they ended up doing more than that.
Fixed a bug where adding or removing the prey trait to an entire army at once didn't change the predator flag properly.
By request, can now use belly rub on enemy units. The text is unchanged, and it's not in the right click menu to prevent accidents, but you can manually target on an enemy.
Updated the logic for calculating garrison a bit. It will still give the wrong numbers listed when feral units are involved, but now at least is closer, and will now create a defensive garrison when the army contains no prepared units and ferals are the majority race. (A comprehensive fix could be done, but I'm not sure if it would be worth the effort. It will still generate the correct number of troops, it's just the pre-battle display displays it wrong. If there's no active defense and the majority race isn't feral (i.e. no army, and no previous garrison/dismissed soldiers), it will still be conquered without a fight, but you can recruit a single feral unit if you want that to be avoided)
Updated the inescapable trait so it no longer breaks at really high stats, it will now always be 0.
Added an external flag for making the Kuro Tenko conversion no longer unbirth only. (see the external flags list.ext for more info if you want to use it)
Added an option to import a list of traits as the main traits for a race (the same as you could do with the gendered parts at the bottom, but this makes you not have to paste it 3 times, and makes it easier to see and work with.)
Pressing the escape key should now exit out of various submenus in the village screen.
Added a keyboard shortcut for pressing the undo button where it exists, it uses the common shortcut, ctrl-z.
Digestion coversion and the like will no longer force a unit to pop entirely out of the vore chain, they're still freed by the predator, but it places them where they logically should be.
Added additional tail vore messages, added tail rub messages, some general messages, and cleaned up some typos, thanks to Darklurker.
Added an option to change the way the Capital garrison bonus works. Instead of being a simple +8 to maximum garrison, it's still +8, but is capped at 50% higher than the empire's max garrison. I.e. with 16 person garrison it would still be 24 for the capital, but if the empire had a max garrison of 4, the capital would support a max of 6, instead of 12. This is done to better support smaller army size games without making the capitals near invincible.
Fixed the AI doing exactly the wrong thing if there was a gold mine it wanted to take with an enemy army on it. (Attack if it's too strong, ignore it if it thought it was an even or favorable battle)
Made it significantly less likely that two armies would have the same name (The specific names were already avoided, but the '34th ...' armies could end up the same.
Fixed a bug that could cause units to retreat the wrong direction in rare circumstances.
Fixed the terrain generator so that snow mountains can spawn as mountains in the cold areas, and broken hills spawn as mountains in the desert. I think those were added after the fractal terrain generator, but failed to get included so they were previously only available for manual placement.