Release Notes/The Feast Update

## Features

* Eating/drinking rework - lots of new ingestion effects
* Kolmisilmä rework (WIP)
* New spell: Tiny Ghost
* New spell: Prickly Spore Pod
* New spell: Auto-Aim
* New spell: Projectile Energy Shield
* New spell: Automatic Rotation
* New spell: Swapper
* New spell: Propane Tank
* New spell: Intense Concentrated Light
* New perk: Unlimited Spells
* New perk: Always Cast
* New perk: No More Shuffle
* New secret perk
* New item: Broken Wand
* New item: Kiuaskivi
* New item: Kuu
* New enemy: Vaihdosmestari
* New elusive enemy
* Added growing vines to Underground Jungle

## Updates

* Overhauled Hiisi Base layout and visuals
* Overhauled Underground Jungle visuals
* Gold nugget normal maps are more detailed and bit more normal
* First 50 gold dropped by enemies is spawned as smaller nuggets
* Gold nuggets are more glittery
* Lava lake and dark flooded caves layouts adjusted
* Added more shops to biomes
* Casting and throwing via mouse is blocked while inventory is open (can be changed via options)
* Switched default Throw and Spray buttons around
* Eggs have been updated
* Thunderstone is more useful
* Active item is retained when saving a game
* More variation in loading screen music
* Smoother transition out of loading screen music
* Homing and other spells now affect bombs and other physics projectiles
* Homing does not work on invisible targets
* Some Mestaris bleed more magically
* Propane tanks are now more deterministic
* Can't get the Victory achievement if mods have been active during a run
* Flask icon in item info box displays the contents
* Vampirism health regeneration speed is less tedious
* Acceleratium lasts a lot longer
* No one likes rats, not even the healers
* Disabled drinking while swimming
* Charmed creatures maintain their charm when polymorphed
* Piercing Shot can now hit the caster
* Renamed an item

## Bugfixes

* Ragdolls are now less likely to get stuck on ground
* Creature sprites turned blurry from time to time
* Flashing of the background mountains while teleporting should happen less now
* Creatures that hatched from eggs used to drop gold
* Full sprite sheets rarely flashed for a frame
* Procedural generation would sometimes create a dead end start for the Temple of the Art and Coal Pits
* Perk spawning code sometimes spawned duplicate perks too soon
* Liquid splash sometimes played while standing still
* Torjuntalaite didn't sink in liquids
* Certain spidey perk made reaching a red portal harder

## Modding

* Lua - added ComponentGetValue2()
* Lua - added ComponentSetValue2()
* Lua - added ComponentObjectGetValue2()
* Lua - added ComponentObjectSetValue2()
* Lua - added EntityGetComponentIncludingDisabled()
* Lua - added EntityGetFirstComponentIncludingDisabled()
* Lua - added EntityLoadToEntity()
* Lua - added StringToHerdId()
* Lua - added HerdIdToString()
* Lua - added GetHerdRelation()
* Lua - added EntityGetHerdRelation()
* Lua - added EntityGetFirstHitboxCenter()
* Lua - added EntityInflictDamage()
* Lua - added ComponentGetIsEnabled()
* Lua - fixed some incorrect and missing function names in documentation
* Lua - added support for debugging lua scripts using the Decoda debugger (see tools\_modding/lua\_debugging.txt)
* Lua - added support for statically checking lua scripts using luacheck (see tools\_modding/lua\_debugging.txt)
* Lua - added call\_init\_function to LuaComponent (see potion.xml for example)
* Lua - added script\_enabled\_changed to LuaComponent
* Lua - potion scripts are now moddable via ModLuaFileAppend
* Lua - status effects are moddable via scripts/status\_effects/status\_list.lua
* Ingestion effects are moddable via data/materials.xml
* Breaking - got rid of the LuaComponent execute\_every\_n\_frame>10000 hack. Use -1 for infinite wait
* MODDING/Lua - ComponentObjectGetMembers() didn't correctly return member values