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==Update status==
==Update status==
Caves of Qud is currently in Early Access, and is updated every Friday, unless there's something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://freeholdgames.itch.io/cavesofqud/devlog itch.io], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.
Caves of Qud 1.0 was released December 5, 2024. Before that, it was in early access for 9 years and was updated every Friday, unless there was something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://freeholdgames.itch.io/cavesofqud/devlog itch.io], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.


Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
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{{Version History Nav}}
{{Version History Nav}}
== 2024 ==
==2025==
=== 206.61 ===
=== 1.0.4 (build 210.10) ===
[https://store.steampowered.com/news/app/333640/view/547861811992461888 Released May 22, 2025]


[https://freeholdgames.itch.io/cavesofqud/devlog/671929/feature-friday-january-26-2024 Released January 26, 2024.]
==== GAMEPLAY & UI ====


* Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
* Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
* Added descriptions for several pieces of furniture.
* Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
* Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
* Added new directional keybinds to autowalk to specific edges of the map.
* Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
* Added a fallback font for the modern UI with many previously missing international unicode characters.
* Weapons that stun on impact now stun when they are thrown as well.
* Search text is now cleared when reopening the options or control bind menus.
* Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
* Search on the Skills screen now searches all skills, including unexpanded categories.
* In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
* Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
* Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
* Creatures with photosynthetic skin now bask in the sunlight.
* Added a sound effect to the "you feel increasingly unstable" mutating message.
* The endgame score screen now displays the correct number of lairs you found.
* Liquid-fueled energy cells are now tagged as ammo.
* Switched the icons of Steady Hand and Steady Hands.
* Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
* Clarified that some abilities let you jump over creatures in Jump's skill description.
* Gave Saad Amos the Rebuke Robot skill.
* The legendary mecha in Reclamation is now loved by the Putus Templar.
* Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
* Walls created via 3D cobblers or step sowers no longer inherit your phase.
* Active fungi now have a higher render layer.
* Love tonic effects should more reliably expire when old zones are loaded.
* Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
* Restocking merchants should more reliably dispose of unimportant items sold to them.
* Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
* Particle effects now respect visibility and won't render on top of objects that stand over them.
* Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
* The message for blocking now includes what shield you blocked with.
* Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
* Minorly improved performance across the board.
* Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
* Improved performance when many particle effects were active onscreen.
* Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
* Improved performance when you hold a light source at night.
* Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
* Improved performance when you move.
* Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
* Increased the render layer of the still chime.
* Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
* Windows builds are now 64-bit.
* Fixed a grammar issue with falling through open air.
* DLC is no longer subject to the 'Enable mods' option.
* [modding] Folded Staging.xml blueprints into their respective data files.
* [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
* [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.  


=== 206.59 ===
==== BUGFIXES ====


[https://freeholdgames.itch.io/cavesofqud/devlog/668194/feature-friday-january-19-2024 Released January 19, 2024.]
* Fixed a bug that caused creatures to prioritize hostiles farther away, resulting in them frequently getting blocked in narrow passages.
* Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
* Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
* Fixed a bug that caused Jab to sometimes not work with chimeric hands.
* Fixed a bug that caused you to lose your followers when recoming at Gyl.
* Fixed a bug that caused custom time clocks to not display in other planes.
* Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
* Fixed a bug that caused some control binds on non-English keyboard layouts to render incorrectly.
* Fixed some dynamic language when describing unknown jewelry.
* Fixed a typo in tongue twist.
* Fixed dynamic grammar issue with hindren scout's description.
* Fixed a bug that caused tooltips to get stuck open.
* Fixed a bug that caused tinkering line items to be unclickable.
* Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
* Fixed a bug that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
* Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
* Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
* Fixed a bug on the Windows builds that caused prompts for opening Player.log to instead open an unrelated folder.
* Fixed a bug that caused the mod manager to close after a popup was dismissed.
* Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
* Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
* Fixed a visual bug in the popup frame decoration.
* Fixed a bug that caused rare sultan statues to appear with missing textures.
* Fixed a bug that caused 'Melee attack nearest enemy' to walk on top of plants like dreadroots.
* Fixed a bug that caused items placed next to the golem mound to report as valid for construction but fail when asking Klanq to build it.
* Fixed a bug that caused Girsh Qon to lose the use of her shave flaps when absorbing the chord of Agolgot.
* Fixed a bug that caused Girsh Qon to confuse herself if under your control.
* Fixed a bug that caused various messages involving pariahs, such as those for petting, to become malformed.
* Fixed a bug that caused the individual steps for 'The Golem' quest to not complete when providing materials.
* Fixed a bug that prevented opening the character status screen if you had a mutation with an invalid variant.
* Fixed a message that referred to the wrong object when attacking a creature that blinks away on damage.
* Fixed a bug that caused disabling the zone transition autosaves to instead save on every transition.
* Fixed a typo in "Chiliad Creature Hoof" which prevented the blueprint from loading.
* Fixed a bug where the teleport animation didn't respect tile flippedness.
* Fixed a bug where Ornate Tables would change colors when items were placed on them.
* Fixed a bug where enclosed objects could appear above their encloser.
* Fixed a bug that caused some historic regions to generate without articles.
* Fixed a bug that caused common phrases for "cooking" to not generate.


* Long trader names are now properly clipped on the trade screen.
==== MODDING & DEBUG ====
* Gave lover's blossom a new tile.
* Autoexplore now avoids osseous ash.
* Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
* Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
* Qas and Qon are now immune to confusing gas.
* Glass doors are no longer opaque.
* The quest text of A Signal in the Noise no longer references Joppa.
* Made some tweaks to mid and late-game armor tables.
* Creatures with glotrot can no longer use Sticky Tongue.
* Thrown objects now use the proper unidentified tile if you don't know what they are.
* Multiple ejection seats can no longer lock in place in the same tile.
* Reaching loved reputation now only creates an entry in your chronology once per faction.
* Greatly improved the performance and memory utilization of pathfinding.
* Improved the performance of breeders.
* Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
* Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
* Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
* Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
* Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
* Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
* Fixed a recurring bug where some legendary creatures had malformed titles.
* Fixed a bug that allowed the deployment of portable walls on the world map.
* Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
* Fixed a bug that prevented levels deep underneath Ezra from building properly.
* Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
* Fixed some grammar errors in books without titles.
* Fixed a text generation issue with sultan titles.
* [debug] Added "hobbled" wish.
* [modding] Added object, int, and float properties to factions.


=== 206.57 ===
* [modding] Steam workshop mods now check for updates and prompt downloads if you've declared a version in your manifest.json.
* [modding] You can now add HistorySpice.json files to your mod, which will merge with the base HistorySpice.
* [modding] Added LoadBefore and LoadAfter to manifest.json, which can influence mod load order without creating dependency cycles.
* [modding] The XRL namespace is now checked for type name conflicts, which should prevent cases of silent incompatibilities between mods.
* [modding] Map files in subdirectories now merge together by their ID. If no ID is defined, the relative path is used.
* [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
* [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
* [modding] We added some new features to manifest.json.
** Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
** Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
** Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
** Defining a manual LoadOrder is deprecated, in favor of dependencies.
** Refer here for usage: wiki.
* [modding] You can now add a 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
* [modding] Added an alert to the main menu if enabled mods are missing dependencies.
* [modding] Added a new GetBleedLiquidEvent, which defaults to the old BleedLiquid tag or property.
* [modding] XML files loaded by root now print an info block of file counts to the Player.log.
* [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
* [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
* [modding] Conversation parts now have a disposal step after the conversation is over and no more events will fire.
* [modding] Combo options can now define a separate display value using '|', e.g. '0|None'.
* [modding] Adding an invalid object to cybernetics population tables no longer prevents world generation, instead logging an error.
* [modding] Various methods on Tinkering_Disassemble have been made public & static.
* [modding] Added an OptionFlag attribute, which can sync an option's value to a field or property.
* [modding] Added a Options.HasOptionValue method to check if an option has a player-configured value.
* [modding] Fixed a bug that caused displayed version numbers using the upgrade operator to be parsed as a color code.
* [modding] Fixed an exception when specifying invalid attribute requirements for powers.
* [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
* [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
* [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.
* [debug] Added 'shimmering' wish that gives you the effect of eating Eater's flesh.


[https://freeholdgames.itch.io/cavesofqud/devlog/664714/feature-friday-january-12-2024 Released January 12, 2024.]
=== 210.2 (beta branch)===
[https://store.steampowered.com/news/app/333640/view/547856738465874033?l=english Released March 27, 2025]
* Added a fallback font for the modern UI with many previously missing international unicode characters.
* The message for blocking will now include what shield you blocked with.
* Fixed a bug that caused some historic regions to generate without articles.
* Fixed a bug that caused common phrases for "cooking" to not generate.
* [modding] Steam workshop mods will now check for updates and prompt downloads if you've declared a version in your manifest.json.
* [modding] You can now add HistorySpice.json files to your mod which will merge with that of the game.
* [modding] Added LoadBefore and LoadAfter to manifest.json which can influence mod load order without creating dependency cycles.
* [modding] The XRL namespace is now checked for type name conflicts which could previously cause silent incompatibilities between mods.
* [modding] Map files in subdirectories will now merge together by their ID, if no ID is defined the relative path is used.
* [modding] You can now add 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
* [modding] Added an alert to the main menu if enabled mods are missing dependencies.
* [modding] Added a new GetBleedLiquidEvent which defaults to the old BleedLiquid tag or property.
* [modding] XML files loaded by root now print an info block of file counts to the Player.log.
* [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.


* Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
=== 210.0 (beta branch)===
* Improved the generation of rivers in villages.
[https://store.steampowered.com/news/app/333640/view/496063443495814338?l=english Released March 7, 2025]
* When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
* Windows builds are now 64-bit.
* Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
* DLC is no longer subject to the ‘Enable mods’ option.
* Temple mecha are no longer included among a newfather's domesticants.
* [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
* The game no longer thinks the plural of 'human' is 'humen'.
* [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
* Tweaked the description of Short Blade Expertise to match other references to action cost.
* [modding] We added some new features to manifest.json.
* Molting basilisk husk now has the right description.
** Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
* The sacred well should be less flammable.
** Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
* Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
** Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
* Improved the consistency of object placement inside of village buildings.
** Defining a manual LoadOrder is deprecated, in favor of dependencies.
* Fixed several map generation issues due to reachability being incorrectly calculated.
** Refer here for usage: [[Modding:Mod Configuration#manifest.json]].
* Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
* Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
* Fixed a bug in village generation issue that caused extra holes in buildings.
* Fixed a rare world generation exception.
* Fixed a rare village generatione exception.
* Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
* Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
* Fixed some plurality issues in messages generated about identifying cybernetic implants.
* Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
* Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
* Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
* Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
* Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
* Tagged some objects as mass nouns.
* [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
* [modding] GiganticInventory now makes restocked inventories gigantic.


=== 206.52 ===
===1.0.2 (build 209.44)===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/896677/maintenance-update-102 Released February 28, 2025]
[https://freeholdgames.itch.io/cavesofqud/devlog/661131/feature-friday-january-5-2024 Released January 5, 2024.]
*Changed Make Camp so that only campfires you made are considered when checking for existing campfires.
 
*Psychic hunters now ambush you less often in [redacted].
* Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
*The pool of brain brine effects no longer includes adding skills or skill points if you already have every skill.
* Curio summoned salt krakens will no longer wander.
*Distracting holograms now have a higher render layer.
* Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
*Increased the render layer of lit campfires.
* Statues are now diggable.
*Fixed the circle of light in the chord of Rermadon not displaying its resistance boosts.
* Floor cushions are now decorative.
*Fixed a bug that caused the golem to sometimes remain in a semi-piloted state after being destroyed, preventing player control.
* Improved the random baetyl rewards from building the golem.
*Fixed a bug that caused Rodanis Y to not receive power from Grit Gate's broadcast power station.
* Onboard recoilers are now excluded from the recoil menu until they are implanted.
*Fixed a bug that caused social coprocessors to not be accounted for in some water ritual contexts.
* [redacted] will now spawn creshes in adjacent cells.
*Fixed a bug that caused Spinnerets to not deactivate on the world map.
* Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
*Fixed a bug that caused your cryo clones to sometimes prevent the game from saving.
* Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
*Fixed a bug that allowed you to repeatedly gain the reward for completing "A Call to Arms" from Otho by mentioning the slynth.
* Fixed a rare bug that caused an exception while saving the game.
*Fixed a bug that caused dreadroots to be unable to travel on the world map.
* Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
*Fixed a bug that caused salt krakens to leave trails on the world map.
* Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
*Fixed a bug that prevented companions from satisfying the objective of spreading Klanq to their original faction.
* Fixed a bug that allowed traders to identify items for players with Dystechnia.
*Fixed a bug that caused the cooldown reduction from Willpower to be uncapped when applied to Ultra Fire.
* Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
*Fixed a bug that caused items cloned via cryotubes to conflict in unpredictable ways when equipped together with the original item.
* Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
*Fixed a bug that caused Blinking Tic to teleport you outside vehicle interiors, inflicting large amounts of fall damage.
* Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
*Fixed a bug that caused conflicts between complex parties to not propagate opinions between the leaders, leading some members to remain neutral.
* Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
*Fixed a bug with hotkey inputs from the ability menu not being properly consumed when activating an ability.
* Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
*Fixed a bug with hotkey inputs from the ability menu that rarely caused an ability mapped to 'a' to be immediately used when entering the screen.
* Fixed a bug that caused templar mechs to be overburdened.
*Fixed an exception during missile weapon fire when a cell was fully drained during a multi-shot action.
* Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
*Fixed an exception thrown during explosive projectile impacts.
* Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
*Fixed a typo in the tutorial.
* Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
*Added some names to the credits.
*[modding] Fixed an exception in FromWebColor when passing in a color code starting with #.
*[debug] Added party leader and inherited feeling towards the player to the attitude menu.

Latest revision as of 22:30, 22 May 2025

Update status

Caves of Qud 1.0 was released December 5, 2024. Before that, it was in early access for 9 years and was updated every Friday, unless there was something special going on. Patch notes are posted on Steam, itch.io, Twitter, Discord, and the Caves of Qud thread on the Something Awful forums.

Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.

Release history

This is the release history of Caves of Qud, with the most recent releases at the top.

Due to the large and frequent updates, older patches have been split into separate subpages organized by year released. These development notes for each patch have only started on July 8, 2016. Any changes before this date currently have no documentation.

2016 - 2017 - 2018 - 2019 - 2020 - 2021 - 2022 - 2023 - 2024 - 2025

2025

1.0.4 (build 210.10)

Released May 22, 2025

GAMEPLAY & UI

  • Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
  • Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
  • Added new directional keybinds to autowalk to specific edges of the map.
  • Added a fallback font for the modern UI with many previously missing international unicode characters.
  • Search text is now cleared when reopening the options or control bind menus.
  • Search on the Skills screen now searches all skills, including unexpanded categories.
  • Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
  • Creatures with photosynthetic skin now bask in the sunlight.
  • The endgame score screen now displays the correct number of lairs you found.
  • Switched the icons of Steady Hand and Steady Hands.
  • Clarified that some abilities let you jump over creatures in Jump's skill description.
  • The legendary mecha in Reclamation is now loved by the Putus Templar.
  • Walls created via 3D cobblers or step sowers no longer inherit your phase.
  • Love tonic effects should more reliably expire when old zones are loaded.
  • Restocking merchants should more reliably dispose of unimportant items sold to them.
  • Particle effects now respect visibility and won't render on top of objects that stand over them.
  • The message for blocking now includes what shield you blocked with.
  • Minorly improved performance across the board.
  • Improved performance when many particle effects were active onscreen.
  • Improved performance when you hold a light source at night.
  • Improved performance when you move.
  • Increased the render layer of the still chime.
  • Windows builds are now 64-bit.
  • DLC is no longer subject to the 'Enable mods' option.

BUGFIXES

  • Fixed a bug that caused creatures to prioritize hostiles farther away, resulting in them frequently getting blocked in narrow passages.
  • Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
  • Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
  • Fixed a bug that caused Jab to sometimes not work with chimeric hands.
  • Fixed a bug that caused you to lose your followers when recoming at Gyl.
  • Fixed a bug that caused custom time clocks to not display in other planes.
  • Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
  • Fixed a bug that caused some control binds on non-English keyboard layouts to render incorrectly.
  • Fixed some dynamic language when describing unknown jewelry.
  • Fixed a typo in tongue twist.
  • Fixed dynamic grammar issue with hindren scout's description.
  • Fixed a bug that caused tooltips to get stuck open.
  • Fixed a bug that caused tinkering line items to be unclickable.
  • Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
  • Fixed a bug that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
  • Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
  • Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
  • Fixed a bug on the Windows builds that caused prompts for opening Player.log to instead open an unrelated folder.
  • Fixed a bug that caused the mod manager to close after a popup was dismissed.
  • Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
  • Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
  • Fixed a visual bug in the popup frame decoration.
  • Fixed a bug that caused rare sultan statues to appear with missing textures.
  • Fixed a bug that caused 'Melee attack nearest enemy' to walk on top of plants like dreadroots.
  • Fixed a bug that caused items placed next to the golem mound to report as valid for construction but fail when asking Klanq to build it.
  • Fixed a bug that caused Girsh Qon to lose the use of her shave flaps when absorbing the chord of Agolgot.
  • Fixed a bug that caused Girsh Qon to confuse herself if under your control.
  • Fixed a bug that caused various messages involving pariahs, such as those for petting, to become malformed.
  • Fixed a bug that caused the individual steps for 'The Golem' quest to not complete when providing materials.
  • Fixed a bug that prevented opening the character status screen if you had a mutation with an invalid variant.
  • Fixed a message that referred to the wrong object when attacking a creature that blinks away on damage.
  • Fixed a bug that caused disabling the zone transition autosaves to instead save on every transition.
  • Fixed a typo in "Chiliad Creature Hoof" which prevented the blueprint from loading.
  • Fixed a bug where the teleport animation didn't respect tile flippedness.
  • Fixed a bug where Ornate Tables would change colors when items were placed on them.
  • Fixed a bug where enclosed objects could appear above their encloser.
  • Fixed a bug that caused some historic regions to generate without articles.
  • Fixed a bug that caused common phrases for "cooking" to not generate.

MODDING & DEBUG

  • [modding] Steam workshop mods now check for updates and prompt downloads if you've declared a version in your manifest.json.
  • [modding] You can now add HistorySpice.json files to your mod, which will merge with the base HistorySpice.
  • [modding] Added LoadBefore and LoadAfter to manifest.json, which can influence mod load order without creating dependency cycles.
  • [modding] The XRL namespace is now checked for type name conflicts, which should prevent cases of silent incompatibilities between mods.
  • [modding] Map files in subdirectories now merge together by their ID. If no ID is defined, the relative path is used.
  • [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
  • [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
  • [modding] We added some new features to manifest.json.
    • Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
    • Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
    • Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
    • Defining a manual LoadOrder is deprecated, in favor of dependencies.
    • Refer here for usage: wiki.
  • [modding] You can now add a 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
  • [modding] Added an alert to the main menu if enabled mods are missing dependencies.
  • [modding] Added a new GetBleedLiquidEvent, which defaults to the old BleedLiquid tag or property.
  • [modding] XML files loaded by root now print an info block of file counts to the Player.log.
  • [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
  • [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
  • [modding] Conversation parts now have a disposal step after the conversation is over and no more events will fire.
  • [modding] Combo options can now define a separate display value using '|', e.g. '0|None'.
  • [modding] Adding an invalid object to cybernetics population tables no longer prevents world generation, instead logging an error.
  • [modding] Various methods on Tinkering_Disassemble have been made public & static.
  • [modding] Added an OptionFlag attribute, which can sync an option's value to a field or property.
  • [modding] Added a Options.HasOptionValue method to check if an option has a player-configured value.
  • [modding] Fixed a bug that caused displayed version numbers using the upgrade operator to be parsed as a color code.
  • [modding] Fixed an exception when specifying invalid attribute requirements for powers.
  • [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
  • [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
  • [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.
  • [debug] Added 'shimmering' wish that gives you the effect of eating Eater's flesh.

210.2 (beta branch)

Released March 27, 2025

  • Added a fallback font for the modern UI with many previously missing international unicode characters.
  • The message for blocking will now include what shield you blocked with.
  • Fixed a bug that caused some historic regions to generate without articles.
  • Fixed a bug that caused common phrases for "cooking" to not generate.
  • [modding] Steam workshop mods will now check for updates and prompt downloads if you've declared a version in your manifest.json.
  • [modding] You can now add HistorySpice.json files to your mod which will merge with that of the game.
  • [modding] Added LoadBefore and LoadAfter to manifest.json which can influence mod load order without creating dependency cycles.
  • [modding] The XRL namespace is now checked for type name conflicts which could previously cause silent incompatibilities between mods.
  • [modding] Map files in subdirectories will now merge together by their ID, if no ID is defined the relative path is used.
  • [modding] You can now add 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
  • [modding] Added an alert to the main menu if enabled mods are missing dependencies.
  • [modding] Added a new GetBleedLiquidEvent which defaults to the old BleedLiquid tag or property.
  • [modding] XML files loaded by root now print an info block of file counts to the Player.log.
  • [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.

210.0 (beta branch)

Released March 7, 2025

  • Windows builds are now 64-bit.
  • DLC is no longer subject to the ‘Enable mods’ option.
  • [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
  • [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
  • [modding] We added some new features to manifest.json.
    • Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
    • Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
    • Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
    • Defining a manual LoadOrder is deprecated, in favor of dependencies.
    • Refer here for usage: Modding:Mod Configuration#manifest.json.

1.0.2 (build 209.44)

Released February 28, 2025

  • Changed Make Camp so that only campfires you made are considered when checking for existing campfires.
  • Psychic hunters now ambush you less often in [redacted].
  • The pool of brain brine effects no longer includes adding skills or skill points if you already have every skill.
  • Distracting holograms now have a higher render layer.
  • Increased the render layer of lit campfires.
  • Fixed the circle of light in the chord of Rermadon not displaying its resistance boosts.
  • Fixed a bug that caused the golem to sometimes remain in a semi-piloted state after being destroyed, preventing player control.
  • Fixed a bug that caused Rodanis Y to not receive power from Grit Gate's broadcast power station.
  • Fixed a bug that caused social coprocessors to not be accounted for in some water ritual contexts.
  • Fixed a bug that caused Spinnerets to not deactivate on the world map.
  • Fixed a bug that caused your cryo clones to sometimes prevent the game from saving.
  • Fixed a bug that allowed you to repeatedly gain the reward for completing "A Call to Arms" from Otho by mentioning the slynth.
  • Fixed a bug that caused dreadroots to be unable to travel on the world map.
  • Fixed a bug that caused salt krakens to leave trails on the world map.
  • Fixed a bug that prevented companions from satisfying the objective of spreading Klanq to their original faction.
  • Fixed a bug that caused the cooldown reduction from Willpower to be uncapped when applied to Ultra Fire.
  • Fixed a bug that caused items cloned via cryotubes to conflict in unpredictable ways when equipped together with the original item.
  • Fixed a bug that caused Blinking Tic to teleport you outside vehicle interiors, inflicting large amounts of fall damage.
  • Fixed a bug that caused conflicts between complex parties to not propagate opinions between the leaders, leading some members to remain neutral.
  • Fixed a bug with hotkey inputs from the ability menu not being properly consumed when activating an ability.
  • Fixed a bug with hotkey inputs from the ability menu that rarely caused an ability mapped to 'a' to be immediately used when entering the screen.
  • Fixed an exception during missile weapon fire when a cell was fully drained during a multi-shot action.
  • Fixed an exception thrown during explosive projectile impacts.
  • Fixed a typo in the tutorial.
  • Added some names to the credits.
  • [modding] Fixed an exception in FromWebColor when passing in a color code starting with #.
  • [debug] Added party leader and inherited feeling towards the player to the attitude menu.