Experimental is out! No, it's not on the launcher.
	 
DF-V5.1.0-DEV-B1 to B7 patch notes
	 
- Updated Quartz.
	- (IDC) Updated IDCCore.
	- (IDC) Updated Trader Overhaul.
	- (IDC) Added V.O.I.D.
	- (IDC) Added patch to allow icon tint to show in ammo selection wheel.
	- (Myth) Updated PEP.
	- The Lord of Hell now has a unique ability.
	- Removed unintended extra damage on Incubi/Succubi.
	- Removed some unnecessary code and patches from the main DF DLL file as it wasn't being used.
	- Removed all references to the nightvision "eye" item in loot so it cannot drop anymore as that was not intended.
	- Removed the gamestage bonus to Hell on Earth and made it the same as Insane as it has plenty of other changes as-is.
	- Fixed missing tag on Porkins Shotgun which meant it couldn't take a magazine extender.
	- Fixed Liquid Nitrogen not scaling with Demolition Expert when it's supposed to.
	- Fixed missing unlockedby on the two reconstructor repair kits.
	- Fixed incorrect spelling of craft_tool on the 4x4 parts.
	- Fixed incorrect spelling of always_unlocked on one of the steel crossbow bolt recipes.
	- Fixed overcharged energy cell MOD being installable in ranged weapons.
	- Fixed Fusion Forge being outside of the "placement" box.
	- Fixed Master Hunter Localization.
	- Fixed upgrading to Titanium Log Spike needing Forged Steel instead of Forged Titanium.
- Fixed Titanium Log Spike being repaired with Forged Steel instead of Forged Titanium.
	- Fixed numerous bundle localization issues.
	- Fixed Incubus regen getting "stuck" occasionally so they became immune to damage.
	- Fixed some localization issues.
	- Fixed customized fittings mods not being installable in power armor (which was only the case due to an old, vanilla bug which is now fixed).
	- Fixed incorrect noise values on sounds used by the Thermal Cooling mod.
	- Fixed "young" coconut tree's (the stage between seedling and grown) having incorrect model.
	- Fixed missing Scrap Sledgehammer recipe.
	- Fixed missing coffee recipe from loot lists.
	- Fixed buckets of water created from sources other than collecting water, not being able to place water.
	- Fixed the stamina regen issue when the player has less than 75 water.
	- Fixed coilammo bundle amounts.
	- Added extra difficulty beyond Insane - Hell on Earth.
	- Added extra animal feed recipes using plant fibre and tree seeds.
	- Added ability for sap to be gathered from player planted trees that have started to grow (NOT the seedlings).
	- Added back MOST of grumpybeard's expanded lockable storage (some models don't exist anymore, so those blocks were removed).
	- Added ability for larger zombies to crouch so they can fit through doors.
	- Added more knives and machetes so they scale fully from bone up to laser.
	- Added IDC's ammo disassembly.
	- Added IDC's Trader Overhaul.
- Added IDC's patch that returns fuel from vehicles if you modify them (like when you add/remove mods to guns and it returns the ammo).
	- Added IDC's hydroponics.
	- Added new Legendary Icons by Tobi so they stand out more.
	- Added Crucible unlock to Forge Ahead 3.
	- Added biome limitations to vanilla traders so they won't spawn in the wasteland in RWG.
	- Added a gore block for demons that will drop demonic essence on harvest.
	- Added Titanium Log Spike recipe so they can just be crafted.
	- Added lower degradation use for light melee weapons to Flurry of Blows.
	- Added a new perk to Security: Mobile Gunner. Increases ammo capacity and reduces kick and spread of auto weapons.
	- Added 10% run speed bonus while holding automatics to Security mastery.
	- Added class book to give the player a random class, rather than picking one, for people who want more of a challenge.
	- Added some benefits to using sledges as weapons to Breaking and Entering.
	- Added some extra T6 quests to Caitlin just so the quest list can fill out and hopefully not bug her out.
	- Added "Good To Be Home" Buff that grants extra benefits to the player when nearby their campfire while indoors and in a land claimed area.
	- Added Scrap Iron Sledgehammer (shut up Tobi).
	- Added armor scaling on zombies based on difficulty and the tier of the zombie.
	- Added bonus XP to action skills on hit/kill headshots.
	- Added magazine increase for bows to the Robin Hood perk.
	- Added screamers specifically for the scout quests that now actually spawn zombies. Have fun!
	- Added new Food Poisoning buff that works more like Dysentery so it's less severe and curable.
- Added new buff for the flamethrower at Demo Expert 1 or higher so it's useful against demons (but ONLY with Demo Expert).
	- Added new armor events when taking critical hits (sprain/break/concussion/laceration/fall damage)
	- (Dobbers) Adjusted armor protection values for better scaling.
	- Adjusted the degradation use bonus from Well Maintained so it won't hit -100% when stacked with mods and Flurry of Blows. This only applies to weapons, not tools.
	- Adjusted XP amounts for levels. 1-50 will be a little slower, while 51-150 will be a bit faster. This is a first pass and may need further adjustment (I have concerns 100-150 is too fast atm)
	- Adjusted junk turret so iron and titanium darts do less damage when used as ammo.
	- Adjusted iron and titanium darts so they do more damage when used in dart traps.
	- Adjusted loot stage of titanium items so they drop later.
	- Adjusted gun safe loot (ONLY lockpicked version, not smashed open version).
	- Adjusted cash register loot to remove casino coins and increase old cash since vending machines now need it.
	- Adjusted buy value of items in vending machines.
	- Adjusted ingredient requirements of vegetable soup.
	- Adjusted drop rate of some books.
	- Adjusted spear stamina usage so it's more like sledgehammers (attack speed NOT changed).
	- Adjusted knives to do damage similar to knuckles.
	- Adjusted machetes to do damage similar to clubs.
	- Adjusted clubs lower than titanium for better damage scaling.
	- Adjusted machete attack speeds again (especially Jason's that I forgot about).
	- Adjusted armor penetration of spears to be less obscene.
	- Adjusted gunpowder requirements for AP/HP ammo.
- Adjusted fertilizer to trigger plant growth nearby on left click rather than being used as an upgrade item. (this uses a game event)
	- Adjusted Scrap Iron Arrowhead recipe.
	- Adjusted Behemoth, Titan, Incubus, Succubus, all variants of the previous AND Lord of Hell loot.
	- Adjusted wellness loss for Hell on Earth difficulty when you die (you WILL be set to 50 wellness, no matter the perks).
	- Adjusted HP ammo so it now has a -50% effective range rather than adding armor to whatever you're shooting.
	- Adjusted mod slots of bdubs vehicles to better match DF vanilla vehicle scaling.
	- Adjusted the effect that triggers from Feel The Heat so it should fire more consistently.
	- Adjusted hardened chest loot (end POI for T4/T5) as it was a bit insane.
	- Adjusted rain catcher to work like a dew collector, except it creates buckets of water and needs buckets (iron buckets, not clay) as fuel.
	- Adjusted the Crossbow Autoloader to add a small damage penalty (like silencers) for balance reasons.
	- Adjusted beer drop rate as it was too common.
	- Adjusted all drink drop rates for better scaling regarding wellness.
	- Increased duration of slow down from Liquid Nitrogen mod so it's similar to the shotgun stun.
	- Increased stack size of irrigation pipes to 25.
	- Increased stack size of boiled water/water to 125 like murky water/empty jars.
	- Increased amount of Iron/Steel/Titanium arrowheads made per recipe.
	- Increased Leather and Duct Tape requirements for Hazmat clothing, but did not increase the Hazmat Fiber.
	- Increased all coin rewards of all traders to make them more profitable vs scout quests when considering time investment.
	- Increased durabuility of the junk turret.
	- Increased crafting cost of Improved Heating Element since people kept @%$#ing it was OP.
- Increase HP of both demonic behemoths so they're a little more threatening.
	- Increased dirtbike storage since it lost a lot of mod slots.
	- Slightly increased XP from injuring things when using archery weapons.
	- Slightly lowered spear attack speed.
	- Slightly lowered wellness increase from vitamins.
	- Slightly lowered the duration of vitamins.
	- Slightly increased dart trap fire rate.
	- Slightly increased the amount of empty jars made from the recipe.
	- Lowered coin rewards of "go here, kill these" quests on the scout, and fixed some T6 coin rewards that were FAR too low.
	- Lowered the damage fall off range of shotgun SHELLS, but increased the damage fall off range of shotgun SLUGS. This is to make shells less OP and give slugs a point.
	- Lowered bonus run speed from Automatics Action skill to 10% from 20%.
	- Moved Improved Heating Element from Hammer and Forge to Master Laborer as level 10 is too early.
	- Vending machines now require old cash to purchase items. Amounts may need adjustment, so looking for feedback on that.
	- Drastically lowered Hazmat Fiber requirements for making Radiation Ready mods.
	- Behemoths can now crouch and will no longer get stuck in the bunker.
	- Dog Days Are Over T5 has been changed to Hellwolves. Have fun.
	- Rewrote all scout item quest rewards for better scaling.
	- Swapped over First Aid Kit and Herbal Antibiotics in the Physician perk.
	- Moved Crossbow Autoloader from Science Crafting 3 to Science Crafting 5.
	- Archery action skill no longer grants a reload speed bonus to crossbows (but still does for bows) for balance reasons.
- Most recipes (Food and Resources) that use jars/bowls should now return jars/bowls on CRAFT.
	- Changed gore block that can drop on zombie death, and adjusted resource drop amounts when harvested.
	- Re-ordered the Advanced Engineering perk so things unlock slightly earlier so it's better balanced vs the Electric Traps perk.
	- Coilturrets are now unlocked with Advanced Engineering 5.
	- Combined Pain Tolerance and Armor Training into 1 perk, and renamed Armor Training to Martial Training. Also added Sprained arm and concussion resistance in addition to the other pain tolerance effects.
	- Changed Nightvision to Black and White.
	- Reduced military fiber cost of the tactical rigging mods.
	- Rewritten all trader rewards to make them more unique on a per-trader basis and hopefully fix the random NRE we've never been able to track down.
	 
Main Download: 
https://drive.google.com/file/d/1PgKPNmnHSV0L56RmRD3pOW82JNXqFTha/view?usp=sharing
	Backup Download 1: 
https://drive.google.com/file/d/109aqCGFo0-i9zYpW8v5NMT7lGUdOc8JT/view?usp=sharing
	Backup Download 2: 
https://mega.nz/file/liMxAbAB#Z_sBpNQAp96l8BAku4LLFDdWS51QV9h5pqTvl1JyQhk (you will need to copy and paste this)