Editing Version/1.2.2719

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* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
 
* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
** Utility item: [[Smokepop belt]]. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
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** Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
** Utility item: [[Shield belt]]. Same as before.
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** Utility item: Shield belt. Same as before.
** Utility item: [[Psychic insanity lance]]. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
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** Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
** Utility item: [[Psychic shock lance]]. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
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** Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
  
 
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
 
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.

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