Version 1.1.73: bugfixes, better Ironclad & Full-rigged
Time for a big bugfix patch! Also some balance changes, improving certain ships, some spells, and reducing the potency (while improving the consistency) of Critical Recovery.

[h3]BALANCE[/h3]
[h3]BUGFIXES[/h3]
[h3]MODDING[/h3]

[h3]BALANCE[/h3]
- Full-rigged's Downwind increased from +1 -> +2
- Ironclad's Downwind increased from +1 -> +2 and value reduced from $45,000 -> $40,000
- Glacier's value increased from $35,500 -> $40,000
- Blackwing Galleass' value increased from $33,500 -> $36,000
- Critical Recovery healing reduced from 20% -> 15% HP
- Critical Recovery healing is now based on 'true' Max HP instead of being reduced by KO penalties
- Increased Zoar Bat attack damage by +1
- Increased 'Gate: Avalanche' base damage by +1 and Magic Attack scaling by +20%
- Buffs are now dispelled when entering a dojo
- Reduced XP reward decay for very common enemies such as Cleever or Spides
- Negate status now also negates weapon augments
- Reduced world domination dialog requirement from holding 26 ports to holding 25 ports
- Bauen now has 'Bulwark' passive
[h3]BUGFIXES[/h3]
- Attempted fix for AI targeting tiles outside their allowed range
- Attempted fix for music GC load error
- Moving an ally's corpse outside of combat now revives them instead
- Slightly changed 'Gate: Sky' damage delay to make it more reliably hit enemies that are pulled
- Fixed Critical passives not triggering when a secondary hit brings the target into critical condition
- Fixed AI being able to move if they become Immobilized during their action
- Fixed secondary crew inventory window position not being saved
- Fixed obnoxious flickering if an invisible ally is holding a light source
- Fixed light sometimes appearing through solid walls
- Fixed 'Shift Stab' being able to put the caster inside other characters in certain situations
- Fixed final boss being able to be displaced by party members or items when it spawns
- Attempted fix at Admiral or his allies sneakily getting extra turns during cutscenes
- Fixed Bauen getting crushed into the wall if the player starts the cutscene while in the way
- Fixed being able to loot some cargo even if all enemy ships flee
- Fixed 'Deploy Conveyor' range being reduced by difficult terrain
- Fixed item summon abilities (such as Set Trap or Fire Whirl) sometimes showing selectable tiles where the item can't fit
- Fixed Galf's allies interrupting his speech and going straight to combat if they detect you
- Fixed rare case where a moored ship becomes uninteractive until the game is restarted
[h3]MODDING[/h3]
- AvAffecters with actorValue=task; now pass in the XY of the target tile to the Task, and pass in strings, bools, etc. like dialog specialEffects do
- new Task 'addItemToContainer' that adds an item of sValue1 type (of quantity fValue1) to the first container (of sValue2 type if specified) found at XY
- Fixed travel trigger positioning issues with mod procedural content (thanks rcfox!)
- new examples in SupportAbilitySamples.txt
- added support for Palette name mods (Example: [Palette] ID=newpalettename; num=#;)
- added new Light property "palette", which allows non-textured lights to affect palette instead of lighting
- added "_added_temp" global vars for tracking added setPieces, which are reset after each procgen world