The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
The mounted machine guns had a safety, which started as set to 1. This caused it being unable to function when mounted. This is fixed by removing the safety from the weapon class used.
Posibrains are now in the ghost spawner menu. Activating them is now a one-and-done deal, as they remain open in the ghost spawner until someone disables it or someone spawns in.
Syndicate Cyborgs have been added to the ghost spawner menu, and will remain in a boot-up state until someone spawns into it.
Syndicate Cyborg eye overlays have been fixed.
Wizard Familiars have been added to the ghost spawner menu, same as above.
Mining Drones have been added to the ghost spawner menu, one swipe is all you need, until someone joins in as them.
The agent ID card now makes you invisible to the AI when electronic warfare is enabled.
The price of the agent ID card have been upped to 4, from 3.
Agent IDs now have a charge, which lasts for a few minutes. When the charge runs out, electronic warfare is disabled.
Credits to Loaf (the man of many names) from Nebula for teaching me this technique.
Wizard spellbooks can now be stored in the belt slot.
Necromancers now get 10 spell points, up from 8.
Smoke now properly layers over mobs, obscuring them.
Wizard Apprentices and Skeletons are now in the Ghost Spawner menu. The former can be enabled by buying an Apprentice Pebble artifact, a new wizard item which acts as a portable spawnpoint. The latter by casting Raise Dead on a corpse.
Apprentices are now given additional spells at the bottom of their spellbook, depending on which type of wizard their master is."
Bought artifacts now appear in your hands, if you have any free.
The Return to Master spell has received numerous bugfixes and should now work as expected, most of the time.