Sometimes she either disappears (Rare) or gets killed (tried to put a failsafe in for that, but... yeah)
- - - Updated - - -
Ok, woke up, didn't even have my morning coffee, pushed a Darkness Falls V2.5 Experimental Build.

This should be under Darkness Falls Experimental on the launcher. I will update the first post in a moment to add direct git links for folks who prefer that. (EDIT: Done)
Changelog.
- Updated for A18.3b4
- Fixed Turret perk not adding to magazine size.
- Can no longer just chug/food drink to spam wellness increases. You must wait for the average/good buff to expire.
- Traders now greet the player when within 3 blocks. This currently has a buff to prevent the greeting being repeated for 10 minutes.
- A couple of traders now have "idle" sounds.
- Fixed "UnlockedBy" for Mega Crush.
- M4A1/M60 guns and parts now have the correct 'UnlockedBy'
- Fusion Forge and Laser Workbench now have the correct 'UnlockedBy'
- Moved the acid recipe from Master Scientist to Yeah, Science 1.
- Updated localization for Yeah, Science 1.
- Added 'UnlockedBy' to Acid.
- Steel bullet casing can now be made in the Big Forge.
- Doors are now randomized on Locked/Unlocked status.
- Door lockpicking re-enabled.
- Tweaked a couple of trader prefabs to prevent issues with doors due to new lockpicking.
- Removed tier's from batteries to see if it fixes issues with battery banks.
- Fixed up some minor UI alignment issues.
- Added a legendary cow (RIP JD).
- Added Desert Eagle.
- Added Master Scavenger perk (which unlocks the Desert Eagle recipe)
- Fixed missing Pure Mineral Water recipe for the oven.
- Fixed Forged Steel occasionally not unlocking for the Advanced Forge.
- Added an attack speed modifier to blunt/bladed weapons skill, so levelling those means you now attack faster.
- Added a reload speed modifier to all gun action skills, so levelling those means you reload faster (55% with max skill + bandolier).
- Lowered the amount of meat on rabbits and chickens.
- Increased Stag/Doe movement speed.
- Adjusted Coilgun damage so it should scale a little better.
- Books/schematics should now be refunded, with a tooltip, if the player is at max skill (some may be missing this code, let me know)
- Added Irrigation.
- Re-organised display for some perks.
- Moved Mortar and Pestle off Workbenches 1 perk and into Basic Farming 1.
- Reworked the basic farming perk unlocks a little bit.
- Reading the laborer class book later on during your game will now reset and refund skill points for perks that you would be locked out of.
- Slightly increased XP required to level.
- Reworked gamestage so it's more forgiving on solo players/very small groups.
- Slightly increased gamestage multipliers for Adventurer, Nomad and Warrior difficulties.
- Added cooked versions of most canned food. Uses more cans, but removes food poisoning chance.
- Added 25% XP penalty for harvesting to both augers to stop people power levelling.
- Removed the iron club schematic and the need to learn it in order to make an Iron Reinforced Club.
- Slightly decreased the damage of spears.
- Slightly increased the damage of iron knuckles.
- Slightly increased the attack speed of all knuckle weapons.
- Removed the schematic requirement for the Iron Reinforced club.
- Changed Laborer 6 to "Craft Iron Reinforced Club."
- Porkins shotgun should now display it's stats correctly.
- Combat shotgun and Porkins shotgun should now take the same mods as other shotguns.
- Added Demolitions Expert to the Scientist class.
- Moved Self Medicated from the Scientist class to the Survivalist class.
- Moved Stealth Assassin from the Survivalist class to the Hunter class.
- Removed the 3-level perks that some action skills have. Added their effects to the 5-level perks instead.
- Reduced the cost of making action skill books and generic skill point books.
- Added working hydroponics system.
- Cooked food now has localization.
- Action skill tooltips now have localization.
- Re-done Yeah, Science localization to account for changed recipe unlocks.
- Living off the Land localization edited to reflect new unlocks.
- Sous Chef localization edited to reflect new unlocks.
- Master Farmer localization edited to reflect new unlocks.
- Big Forge description changed to say it's only made in the Workbench.
- Wasteland Treasures benefits should now work correctly.
- Rebalanced food/drink so only Sous Chef 4 or higher food/drink gives 5 wellness.
- Medical items should now work with Physician.
- Antibiotics (both types), painkillers and codeine should now work with self medicated.
- Added slower regen buff for the weak rad zombies.
- Most ammo can now be disassembled for some of it's parts.
- Added a SpawnEntity patch by Myth that should HOPEFULLY stop duplicate traders.
- Removed the rad biome.
- Wasteland is now radiated.
- Uranium and Plutonium moved to the wasteland.
- Wasteland spawns changed (ferals/rads during the day, rads/demons at night).
- Demon portals now spawn in the wasteland.
- Added new RWG by myth that mostly works (may need further tweaks)
- Added a player crafted lockable pill case. (same storage as other blocks)
- Added a player crafted lockable toolbox. (same storage as other blocks)
- Chainsaw, Auger, Aloe Cream and Large Backpack now all have the correct unlockedby.
- Advanced Engineering 4 now states it unlocks the chainsaw and auger.
- Added scrap polymer recipe to the chem station.
- Fixed the mortar and pestle recipe for aloe cream (was supposed to be cheaper and it wasn't)
- Edited Navezgane to be DF compatible.
- Added AP and HP versions of coilrounds.
- Added Entity Penetration to laser guns (requires levelling the future crafting perk).
- Added recipes for uncraftable items/blocks, so they can be searched in the recipe list and inform the player they are loot only items.
- Fixed Aloe cream not being locked.
- Fixed missing empty jar name.
- Paint brush now works like A16, so no more spam-clicks.
- Added an EXCEPTIONALLY rare chance for Trader Caitlin to stock the Fusion Forge and Laser Workbench crating stations (secret stash needed, hopefully only a temp fix).
- Fixed missing Shotgun Tube Extender recipe.
- Re-added the smokestorm effect to the wasteland from previous alphas.
- Fixed the attachments on the Deagle.
- Zombies are now much more resistant to pain and harder to stun-lock.
- Players have a 25% chance of causing knockdown on POWER ATTACK with ANY melee weapon.
- Blunt Specialists have a 25% chance of causing knockdown on a NORMAL attack once they reach Blunt Weapons 60.
- Fixed one of the inside wedge blocks not upgrading properly.
- Tweaked Air Drop loot. Greater variance of items, less likely to get the decent food.
- Added Titanium Knuckles.
- Added Titanium Knuckles unlock to Master Scavenger.
- Added craft tier increase for knuckles to the scavenger class.
- Edited the Power Attack journal entry to inform players of the knockdown chance.
- Fixed unlockedby on the Shotgun Tube Extender mod.
- Added a customized version of Mecanim that removes pain animations.
- Swapped all behemoths, succubus, incubus and night stalkers to the new mecanim.
- Increased sight range of the Succubus so she's more likely to fly over and punch you in the balls.
- Added AutoReload=True to a lot of the guns added by the mod. This forces the gun to reload if the clip is empty and the player attempts to fire.
- Lockpick bundle recipe was locked when it shouldn't have been. It's now not.
- Edited Jax's zombie hand adjustment modlet to include my new zombies, and included it in the server build.
- Slightly adjusted player XP gain for lower than level 100.
- Added a sleeping check to NORMAL zombies that buff other zombies (not the mutated ones). This means the buff should only apply if the nearby zombies are awake.
- Fixed a random NRE with the trader on severs only.
- Fixed some missing localization for animals.
- Fixed the splinted arm buff missing an icon.
- Trader guards no longer cause damage to blocks.